DM_Coast
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Re: DM_Coast
Posted by Nickelplate on Wed Dec 15th at 6:05am 2004


This is my COAST map for the VALVe Mapping Contest. IT features some kickss stuff like a landbridge, those neat swaying powerlines and a few other tricks that will remain a secret until It's released. I would appreciate your input on this map and any constructive criticism. [addsig]



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Re: DM_Coast
Posted by RabidMonkey777 on Wed Dec 15th at 6:21am 2004


Your little leaf decals look weird on the last pic, and it's bright. Otherwise, looks fairly nice.



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Re: DM_Coast
Posted by Gorbachev on Wed Dec 15th at 6:23am 2004


I like lighting, especially in maps.
[addsig]




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Re: DM_Coast
Posted by Nickelplate on Wed Dec 15th at 3:42pm 2004


? quoting Gorbachev
I like lighting, especially in maps.

It's in fullbright, sillies. And the leaf decals will get better when the grass alpha texture is rendered in game. These are BIGTIME beta shots. I did the quickest compile possible.

[addsig]




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Re: DM_Coast
Posted by Adam Hawkins on Wed Dec 15th at 5:12pm 2004


Go easy on the smooth tool as that rock archway looks extremely artificial. If it is natural then God was having one hell of an inspired day! [addsig]



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Re: DM_Coast
Posted by IrishGuinea on Wed Dec 15th at 5:16pm 2004


like the terrain work, looks good. The roof on the house looks to small, need more height to it. Like a cape cod style or somethin. Also dont know if brick stairs fit the theme of a house on top of a rock cropping, maybe rickety old wood stairs or stone like the house foundation.



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Re: DM_Coast
Posted by ReNo on Wed Dec 15th at 5:25pm 2004


I'm pretty sure thats just a straight subdivide without and geometry painting work done on it Adam, but I agree it does look extremely unlikely. You might even just try adding noise to the faces, to add even a subtle hint of variety to the rocks.

Lighting is a must, I don't really like commenting without it as it can change even something that looks awful and primitive in fullbright into something quite nice looking.
[addsig]




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Re: DM_Coast
Posted by Cassius on Wed Dec 15th at 5:27pm 2004


? quoting Nickelplate

It's in fullbright, sillies.

Well, it takes about two minutes to compile a test map with full lighting.

[addsig]




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Re: DM_Coast
Posted by Nickelplate on Wed Dec 15th at 8:19pm 2004


? quoting Cassius
? quoting Nickelplate

It's in fullbright, sillies.

Well, it takes about two minutes to compile a test map with full lighting.

Surely NOT! I tried to compile with VIS and RAD and it ends up taking over an HOUR. So naturally I just compiled it the really quick way. I fully plan on adding the noise to the arch, I already HAVE added alpha textures, but they don't show up inthe game. I'm thinking aobut asking aobut this in the HL2 ed forum.

[addsig]




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Re: DM_Coast
Posted by Gorbachev on Wed Dec 15th at 8:19pm 2004


I guess you didn't catch the subtle message of my post. [addsig]



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Re: DM_Coast
Posted by Night-Wolf on Wed Dec 15th at 8:23pm 2004


youll need to run VIS and RAD to get alpa painting to show.



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Re: DM_Coast
Posted by BlisTer on Wed Dec 15th at 8:52pm 2004


the texture of the stairs dont fit in with the rest.

did you have a deadline or something why u had to post the map as soon a possible, and you couldnt wait 2 hours for the lighting to compile ? as i think it will make everything look better

[addsig]




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Re: DM_Coast
Posted by Gorbachev on Wed Dec 15th at 11:53pm 2004


I don't see how lighting would take that long to compile, the longest I've had so far was 2 minutes on a map that was about 200,000 feet?
[addsig]




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Re: DM_Coast
Posted by Ferret on Thu Dec 16th at 12:04am 2004


dm_fairytale took well over 15 hours on an AMD64 FX53 with 2 gigs of ram. I think you can wait an hour.




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Re: DM_Coast
Posted by Tracer Bullet on Thu Dec 16th at 12:33am 2004


Umm. Yeah. Lighting and a bit more detail on the house. This looks very promising. [addsig]



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Re: DM_Coast
Posted by Cassius on Thu Dec 16th at 12:52am 2004


? quoting Tracer Bullet
This looks very promising.

I'm going to be honest: it doesn't. Don't showcase your map with no lighting, that's ridiculous. What are we supposed to say? Nice push of the subdivide button?





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Re: DM_Coast
Posted by Tracer Bullet on Thu Dec 16th at 2:03am 2004


? quoting Cassius
? quoting Tracer Bullet
This looks very promising.

I'm going to be honest: it doesn't. Don't showcase your map with no lighting, that's ridiculous. What are we supposed to say? Nice push of the subdivide button?

Is it that easy to make terrain like that now? I haven't done any fooling with it so I don't know.





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Re: DM_Coast
Posted by Atrocity on Thu Dec 16th at 5:07am 2004


looks damn good but do you think the rock arch too smooth? [addsig]



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Re: DM_Coast
Posted by Yak_Fighter on Thu Dec 16th at 5:41am 2004


Tracer, displacements are so quick and easy and look nice to boot. I made a displacement ramp that serves as rubble and a stairway that took about 30 minutes and works without errors or snags and didn't require me to constantly reselect little triangles. It didn't even require testing beyond the first time.

As for this map, that oval in the cliff has got to go. The tutorial on displacement caves on this site is really stupid and makes crappy looking tunnels, so don't follow it. If you didn't, well just FYI don't use it later on.

[addsig]




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Re: DM_Coast
Posted by Tracer Bullet on Thu Dec 16th at 7:27am 2004


Wow. *curse lack of free time for mapping*

And I was sooo proud of my triangle manipulating skills for HL1. Good terrain used to be one of the hardest things in the book!

[addsig]





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