Posted by DrGlass on Thu Apr 28th at 9:57pm 2005
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DrGlass
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Posted by Addicted to Morphine on Fri Apr 29th at 3:07pm 2005
Aside from improving the wonderful textures, the general consensus was more weapons (specifically the magnum, shotgun, crossbow, and ar2) and ammo. They also wanted some healthchargers and some props and more combine type stuff (ie ball dispensers). This being my first attempt at a DM map, I have a lot to learn about weapons placement, and hopefully both of them will give me some specific pointers later. So please, if any of you get a chance to run around the map or play it, give me some feedback about weapon locations, ammo, and general layout.
I have some things in mind to change for the next alpha... but more ideas the better!
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Posted by Natus on Fri Apr 29th at 3:37pm 2005

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Posted by Myrk- on Sat Apr 30th at 12:27am 2005
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Posted by Addicted to Morphine on Sat Apr 30th at 3:01am 2005
Hmm you're right. That's not a good thing for HL2. We playtested today. It seems the general concensus was that the layout was fine. The map just looks really out of scale (too too big). At first everyone was like "whoah, this is really not scaled right" but I think most of them found it didn't bother them after a little bit. I'm going to try to fill up the space with some more support brushes, pipes, light fixtures, etc... and hopefully that will beef up the level and make it less empty and appear better scaled. In other words, after I finish, I hope it doesn't look like halo.
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Posted by DrGlass on Sat Apr 30th at 9:40am 2005
- Give spawns some cover! I always like a second or two to collect myself when I spawn, but here I spawned in the middle of fire fights and was at 50 hp before I could even fire my gun
- Small details, add some supports, props, combine stuff, pipes, etc. (i know you know that)
- more light variation. try and shoot for 3 kinds of lights, hard cold spot lights, soft white lights, and some colored lights (war color, like red or orange.
- more wepons, but seperate the gun from the ammo so the player cant just camp in one spot with full ammo.
- more cover, add some pillers along the walls or half walls you can crouch behind.
- texture (duh)
Thats about it for now, cant wait to play it again!
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DrGlass
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Posted by Addicted to Morphine on Sat Apr 30th at 2:11pm 2005
What do you think I should do about the sense of scale? You can't drop from level to level without losing 10 hp... and aside from the one ladder there's no way (currently) where you can get down safely. I'm thinking of adding vents etc that you can jump onto so that you can make it down without losing life if you want. Although 10 hp really isn't much. Do you think I should sacrifice the height of the map to accomidate the proportions/safely dropping from level to level?
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Posted by Addicted to Morphine on Sat Apr 30th at 8:17pm 2005

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Posted by Ferret on Sun May 1st at 12:28am 2005
Posted by mazemaster on Sun May 1st at 2:19am 2005
Posted by SnarkSephiroth on Sun May 1st at 8:32am 2005
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Posted by Addicted to Morphine on Sun May 1st at 2:49pm 2005
This map doesn't resemble that design much, except for the emphasis on action surrounding a central point. I had an idea for the first floor, and after I mapped out the pit and the glass, I really just went from there on without a solid plan for the rest of the map. The layout has gone through a couple revisions.
Thanks for the compliments. I know it's plain, but I'm working on that now.
I almost don't want to make it too detailed, so I can just keep a classic DM feel...
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Posted by Addicted to Morphine on Mon May 2nd at 3:52am 2005
I'm getting a bit frustrated with my attempts at progress in this map. Here are 4 screens to show that I'm actually still working on it. I'm not particularly happy with it. I almost want to give someone an earlier version of the VMF which has no textures and only the basic layout. I truly feel the layout has merit, but I'm losing my motivation to beautify the map. I may just want to keep it simple.
Anyway, no cubemaps yet. Here are some shots:




I already know the lighting in the second picture is too yellow. There are lights without sources in the main chamber. And... I'm afraid some of the wall columns are too busy... too HL1ish. If you see anything that is particularly garrish or offensive, do tell. Don't spare my feelings. [addsig]
Posted by DrGlass on Mon May 2nd at 4:21am 2005
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DrGlass
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Posted by Leperous on Mon May 2nd at 8:26am 2005
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Posted by Orpheus on Mon May 2nd at 9:36am 2005
Because you were dumb enough to wait till it became a chore silly.
I texture as i go, I may change my mind on some later but its not a chore then. I know many mappers who scrap a map simply because they were stupid enough to wait to the end and "Try to force" the textures work. They give up in defeat.
Some mappers however do well by waiting, but they are few and far between,
Next time, texture as you go and save yourself a bit of text you will waste on crying.
/ 2 cents
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Posted by Addicted to Morphine on Mon May 2nd at 1:23pm 2005
I'll be using a different approach next time.
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Posted by DrGlass on Mon May 2nd at 2:08pm 2005
Because you were dumb enough to wait till it became a chore silly.
I texture as i go, I may change my mind on some later but its not a chore then. I know many mappers who scrap a map simply because they were stupid enough to wait to the end and "Try to force" the textures work. They give up in defeat.
Some mappers however do well by waiting, but they are few and far between,
Next time, texture as you go and save yourself a bit of text you will waste on crying.
/ 2 cents
I texture as I go, but I dont think its better or worse. If you
wait till the end you can really get the scope of your project and
texture everything in the same style.
on the other hand, your brush work may be the wrong size for the
texture and if that happens you s**t out of luck unless you want to
change a huge amount of your map to fit one or two textures.
The 'orange map' was (I think) used becuase there really weren't any textures when the mappers started work.
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DrGlass
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Posted by Push6 on Mon May 2nd at 3:08pm 2005
Back on topic though, I still think the floor/platforms look too HL1-ish. Also, if you add support beams around the outside walls, or maybe even break it up with consoles, etc. Do make use of the combine pipes as well, like Leperous said. Finally, Dont give up! stick with it.
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