Posted by W01f on Wed Jan 5th at 10:30am 2005
It's the difference between the judges saying "wow, we haven't seen that yet!" and "Cool, another blue laser" (That's just an example, obviously blue laseres are nothing too innovative..)
My plan was to create something that can't be overlooked. The first thing I decided on was to use the citadel textures, since they would probably be the least used. Something that catches their eye gives me that much more of an advantage than yet another urban setting.
I come from the Quake3 community, so obviously the design is inspired by a lot of amateur q3 maps I've seen. Not really the design itself, but the whole "floating in the void" thing.
One of my main concerns was the blue. I thought it might just have too much blue. I tried changing the fog colour, but blue looked the best. I tried changing the light colours to orange, multiple shades of green, and white..but blue still looked best. There really was nothing I could do about the monotonous colour scheme without making it look worse overall. Everything blue really does look the best.
It took about three days to perfect the lightning. And when I say three days, I mean doing nothing but working on that. It was hard to find the right sounds, since the only lightning sounds in HL2 are backround global sounds, but I ended up finding something, and I think it turned out pretty well.
As for gameplay, I probably spent just as much time working on the item layout as I did constructing the brushes (and as you can tell, the brush work isn't exactly something that could be whipped up in a few hours, especially when it's coming straight from my brain to the computer without any reference). It's pretty balanced. Should be a good competitive 1v1 map, and good for small team matches. 8 player DM will probably feel crowded.
So tell me what you think. Comments and constructive critisizm are always welcome, though don't expect to see your suggestions make it to the map (unless it's something genius) since it's already burned on CD and ready to go.
And by the way, thanks to all who have helped me with my problems along the way. Specifically the lightning. Being new to Hammer and all, I don't think this would have been possible without help from you guys.
Posted by Yak_Fighter on Wed Jan 5th at 11:27am 2005
Woah
That looks pretty damn cool. I seriously doubt you'll have a chance of winning the contest given that it really doesn't follow the HL2 theme, but still, way to go.
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Posted by parakeet on Wed Jan 5th at 1:02pm 2005
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Posted by ReNo on Wed Jan 5th at 1:41pm 2005
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Posted by Captain P on Wed Jan 5th at 2:19pm 2005
And perhaps they judge it as a a good combine-themed map. It has definitely something alien over it...
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Posted by DrGlass on Wed Jan 5th at 7:46pm 2005
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Posted by W01f on Wed Jan 5th at 9:01pm 2005
Yeah after about 15 days into construction I came to realize that I probably wasn't going to win the contest for the simple fact that it isn't your basic HL2 map, which is what they're probably looking for :/ Ah well, I can always hope.
To get the items to respawn I just put a bunch of teleporter brushes on the "floor" and made them all spawn to different parts of the map. After a very long time trying to figure out a better way, I don't think one exists.
Posted by Nickelplate on Wed Jan 5th at 9:08pm 2005
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Posted by Neural Scan on Wed Jan 5th at 9:31pm 2005
Looks like a kinda 'Xen meets Combine' kinda thing, I love it! I have no criticisms, based on what I've seen. It's very unique and I wouldn't change anything about it.
Good luck with any future projects ![]()
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Posted by Mouse on Thu Jan 6th at 9:22am 2005
I dunno, the contest rules say that maps will be judged three things, one of which is artistic merit. You may have a chance at winning if your map plays as well as it looks.
Also, for god's sake release the thing already!!
Posted by W01f on Thu Jan 6th at 9:22pm 2005
I'm a little worried that they might be prejudice against maps that have already been released though..
Posted by ReNo on Thu Jan 6th at 9:35pm 2005
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Posted by satchmo on Thu Jan 6th at 9:38pm 2005
I can see how you've spent three days perfecting lighting. Your hard work shows, and it really paid off.
I commend you for being unique and create a map that's not the typical HL2 theme. There are so many other maps along that line already, and it's refreshing to see something completely different.
It takes courage and individuality to accomplish a feat like this (plus lots of talent).
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Posted by W01f on Sat Jan 8th at 12:38am 2005
The rules state that it can't have been released before December 1st.
satchmo, thanks a lot man
Posted by Mouse on Sat Jan 8th at 5:32am 2005
I don't feel that Valve would be prejudiced towards maps that are released before the contest, a good map is a good map. Plus, the fact that there are so few good maps out there (althought this has changed a little over the last week with a whole slew of map releases) brings a need for the release of these maps. I released my map on the 1st of January, sent it in the mail on the 5th. I'm glad I did it, because it is a great feeling to see it on multiple servers at a time.
One of the best parts about mapping is being able to play your map with other people afterwards. I don't understand how people can sit on a map, especially one that looks as good as yours. It would drive me nuts.
If you don't want to release it, you could always send me a copy because I really want to look through it (I love artcore style maps).
Posted by Cassius on Sat Jan 8th at 5:46am 2005
How are you going to keep physical objects on the structure?
[addsig]Posted by Dark|Killer on Sat Jan 8th at 7:28am 2005
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Posted by Myrk- on Sat Jan 8th at 11:32am 2005
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Posted by W01f on Sun Jan 9th at 11:36pm 2005
Mouse, I'll be releasing it in less than a week..be patient
As for physics objects, there are only a few in the map. Any more and you would be tripping over them constantly, which is no fun. They do come back after falling off the edge...I used sort of a trick for that.
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