PX_Selfless
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Re: PX_Selfless
Posted by ReNo on Thu Oct 16th at 11:39am 2003


My old paroxysm map Colony was near completion, but was plagued with loads of problems such as hitting engine limits and whatnot. I could probably of fixed it all up and released it, but it was more work than it was worth, especially considering I was really pissed off with how half of it turned out. Some really nice parts I was pleased with were brought down by some nasty and boring bog-standard stuff.

So I decided to scrap the map, salvage the nice parts of PX_Colony, and create a new, more coherent level mixing new areas with the old parts. Hopefully this will result in a nicer map with a reasonably short development time.

If the PX guys don't object, I may release a certain portion of this map modified for HLDM, as I see some potential. This will come at a later date however, for now it is for Paroxysm.

For those who don't know, PX is a co-op sci-fi mod, in which the players take on the role of a military group called the ARU who take care of alien infestations. More info can be found on their website...

http://www.planethalflife.com/paroxysm

Anyway, below are the first screenshots of px_selfless...

First up, an in progress shot of the entrance mine. Not decided if it will actually be underground or above ground yet, just need to wait and see. Don't think I can afford to polies to make a roof though, so I'm guessing outside. I'm not very happy with this at the moment, I may well scrap it and change it somehow. It looks great in hammer but s**t in game, perhaps its the lighting.

A control room, which will probably be somewhat better equipped when I find some nicer computer things.

The central corridor, linking up the two locker rooms and two control rooms (one of each for both of the two mines).

Next up is a shot of one of the locker rooms, one of my favourite parts of the old px_colony. Somewhat different now, for better or worse.

The glass lift, something I was particularly fond of in colony, has been shifted over to a new home. I think its surroundings in these corridors suit it much better than the old ones.

And thats all for now. Any feedback on the style of the map would be greatly appreciated, as the sooner I have these suggestions the better I can implement them into the overall design. I'll release an alpha version in a few days probably.

[addsig]



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Re: PX_Selfless
Posted by Orpheus on Thu Oct 16th at 11:42am 2003


straight up duncan?

lose the stripes on the ceilings, and pillars.. the rest is

[addsig]




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Re: PX_Selfless
Posted by ReNo on Thu Oct 16th at 11:45am 2003


Glad you said that orph, it was something I was kinda 50/50 on. I feel the trims need something more than just a normal texture on them, but as they are now they are much too brightly lit for the amount of light they give off. On that front though, I dont want them to give off more light, as that would bring up the overall room brightness and I've got that just as I want it already.

Anyway, I'll see what I can do

[addsig]



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Re: PX_Selfless
Posted by ReNo on Thu Oct 16th at 11:46am 2003


Actually, err you did mean the light strips didn't you? [addsig]



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Re: PX_Selfless
Posted by Adam Hawkins on Thu Oct 16th at 11:46am 2003


I like the pillars in the corridors Kinda make it seem more segmented - like each side was intended for travelling down in opposite directions. [addsig]



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Re: PX_Selfless
Posted by Orpheus on Thu Oct 16th at 11:56am 2003


? posted by ReNo
Actually, err you did mean the light strips didn't you?

in pic #3 the arches, the face has the same sort of striping as the ceilings.. that hall looks great otherwise

the lights, i have always favored accentual lights.

[addsig]




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Re: PX_Selfless
Posted by ReNo on Thu Oct 16th at 12:06pm 2003


No, I'm afraid thats staying mate, the entire support setup there is supposed to make it feel as one - the pillar down the middle and the overall arch it merges into is meant to feel like one structure. The rest of the ceiling down the corridor is different, but at ends it is like this to provide a sort of edging. Once you see it in game you will probably change your mind, but if not let me know [addsig]



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Re: PX_Selfless
Posted by Orpheus on Thu Oct 16th at 12:09pm 2003


? posted by ReNo
No, I'm afraid thats staying mate, the entire support setup there is supposed to make it feel as one - the pillar down the middle and the overall arch it merges into is meant to feel like one structure. The rest of the ceiling down the corridor is different, but at ends it is like this to provide a sort of edging. Once you see it in game you will probably change your mind, but if not let me know

either its the floor in that shot, or its the arches, but one is clashing :/

could be the floor.. but you know, tis your call

you know me, i will hand it out, its up to you to use whats best .

[addsig]




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Re: PX_Selfless
Posted by KoRnFlakes on Thu Oct 16th at 12:12pm 2003


omg, dont remove the supports. that shot is fkin awsome. + if you need any textures along the same theme gimme a shout, You have permission to textract my comp map. [addsig]



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Re: PX_Selfless
Posted by ReNo on Thu Oct 16th at 12:13pm 2003


Ah, so its the actual texture that you mean looks out of place - I get you now I guess perhaps that support texture does look a little outta place, it is clean while most of the other textures are dirty and rusted. I'll look at some alternatives and see if anything else is better. [addsig]



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Re: PX_Selfless
Posted by ReNo on Thu Oct 16th at 12:15pm 2003


I may do that mate, some of the textures in your comp map were beautiful and quite similar to my theme here. Glad you like the shot mate [addsig]



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Re: PX_Selfless
Posted by Orpheus on Thu Oct 16th at 12:17pm 2003


? posted by Orpheus

straight up duncan?

lose the stripes on the ceilings, and pillars.. the rest is

damn guys, i didn't say a word about removing the arches

sometimes i really wonder is it truly ME

[addsig]




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Re: PX_Selfless
Posted by KoRnFlakes on Thu Oct 16th at 12:20pm 2003


its the , that did it. [addsig]



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Re: PX_Selfless
Posted by Orpheus on Thu Oct 16th at 12:22pm 2003


? posted by KoRnFlakes
its the , that did it.

you trying to tell me, that a stupid f**king comma completely altered that sentance?

*sighs*

i'm sorry, i just don't comprehend.

i suppose its possible, why else would you have been so concerened, but still... i just don't read it that way..

consider it a typo.

[edit]the comma was there because i was going to add floors too, but changed my mind at the end

[addsig]




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Re: PX_Selfless
Posted by KoRnFlakes on Thu Oct 16th at 12:24pm 2003


heh, anyway back to the map, Are you going to send this map out before you finish it for people to check for errors etc m8? [addsig]



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Re: PX_Selfless
Posted by ReNo on Thu Oct 16th at 12:25pm 2003


Sorry, I guess I had the light strips on my mind and assumed thats what you commented about, and after that I was lost entirely. Re-reading it now it makes perfect sense, but for some reason it didn't click first time round

And yeah I will post an alpha here in a few days, maybe as soon as tomorrow if I finish off the mine entrance in the first shot. It will run in HL as normal, there aren't any PX specific entities in or anything yet.

[addsig]




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Re: PX_Selfless
Posted by Orpheus on Thu Oct 16th at 12:26pm 2003


it originally read

"lose the stripes on the ceilings, floors and pillars.. the rest is "

[addsig]




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Re: PX_Selfless
Posted by Orpheus on Thu Oct 16th at 12:28pm 2003


? posted by KoRnFlakes
heh, anyway back to the map, Are you going to send this map out before you finish it for people to check for errors etc m8?

TRANSLATION: you have gotten into a rut of omitting this vital step

[addsig]




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Re: PX_Selfless
Posted by ReNo on Thu Oct 16th at 12:31pm 2003


Hehe, perhaps I have let it slip a little lately, having no net connection at home kinda gets in the way I suppose. I'll be sure to get full SP input this time around [addsig]



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Re: PX_Selfless
Posted by Orpheus on Thu Oct 16th at 12:34pm 2003


? posted by ReNo
Hehe, perhaps I have let it slip a little lately, having no net connection at home kinda gets in the way I suppose. I'll be sure to get full SP input this time around

if it will help, korn and i can record some canned critiques for you to play on your MP3 player?

its gotta be a bitch not having inet access on your mapping PC

[addsig]





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