dm_waterwerx_final
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Re: dm_waterwerx_final
Posted by DocRock on Thu Jul 14th at 4:46pm 2005


Maybe move the light entities a few clicks away from the light models. You'll lose alot of the brightness around the light model and give it a more real feel.


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Re: dm_waterwerx_final
Posted by Juim on Fri Jul 29th at 3:37am 2005


bump


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Re: dm_waterwerx_final
Posted by DrGlass on Fri Jul 29th at 6:27am 2005


Your brush work is looking much better. Lighting is a major problem, and your scale could use some work. Your making great progress.




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Re: dm_waterwerx_final
Posted by rival on Fri Jul 29th at 6:31am 2005


it looks good. and damn the textures are so perfect on your machine.


Bullet Control: $5000 for a bullet.
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Re: dm_waterwerx_final
Posted by Juim on Fri Jul 29th at 9:46pm 2005


Lighting is a major problem,

Could you be more specific about the lighting?. I kinda thought I was doing OK there, albeit unfinished. The main area still has that big ugly yellow light, but i was going to get rid of that. Any other suggestions would be greatly appreciated.




Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead



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Re: dm_waterwerx_final
Posted by Underdog on Sat Jul 30th at 2:36pm 2005


I count 12 screens total. So far I can distinguish no pattern between them so I am assuming you are going for the mosaic style of map, albeit with only one author contributing.

I find that I like the attempt at sprucing up via the arched halls, but some of the LOS is rather extreme for a DM map IMO.

A hall that takes over a certain time frame to negotiate almost assures that you will die before you reach the other end. I am a bit undecided on the horsey statue though. Mosaic or not, it doesn't fit somehow.

The map seems to new to worry about lighting deficiencies at this time, but as long as plans are in the works to address them, I feel no further mention of them is warranted at this moment until you say, "What do you think of the lighting"

I think also that the floors and ceilings are a bit to one dimensional. Some contrasting in elevations and depressions would go a long way.

Good luck.




There is no history until something happens, then there is.



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Re: dm_waterwerx_final
Posted by DrGlass on Sat Jul 30th at 7:54pm 2005


? quote:
floors and ceilings are a bit to one dimensional. Some contrasting in elevations and depressions would go a long way.



good point, break up the floor and ceiling with some steps and some grates that look down onto some pipes.

as for your lighting, it needs more contrast. Take out ever other ligth in the hall way so the pattern of the wall and floor break up a little and the player gets a better sensation of moving with the light and dark falling onto his gun.

You could also use more lighting colors, and types of light.

i've been told that the best way to do this is with a 3 point lighting system. one strong light (like the combine light or a spot light) one set of soft lights (florcent [sp?] or wall lights) and one bright point light (like a fire that cast orange light all over the room). This will leave good shadows withouth alot of pure black and it will also add quite a bit to your rooms.




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Re: dm_waterwerx_final
Posted by im.thatoneguy on Sun Jul 31st at 6:59am 2005


Also, don't put any major visual breaks at eye level, it creates bizzare unworldly effects with perspective.

image




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Re: dm_waterwerx_final
Posted by Myrk- on Sun Jul 31st at 10:48am 2005


Just realised the name, does it have anything to do with bladders or toilets etc?


-[Better to be Honest than Kind]-



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Re: dm_waterwerx_final
Posted by Juim on Wed Aug 24th at 11:15am 2005


bump. The latest progress. I have one or two more major areas to complete for connectivity and theme. About 65% done now.


Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead



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Re: dm_waterwerx_final
Posted by mazemaster on Wed Aug 24th at 12:23pm 2005


Looks good so far, here are some critiques. Feel free to take or disregard them as you see fit.

Have some fun with your ceilings. They don't have to all be flat planes. Have a look at dm_lockdown and check out how much stuff is going on in the ceilings there. Also in some places like the third and last pics you used light entities where I think a spotlight would have been better.

In a lot of the pics the lighting is washed out due to how many light entities you have used. The best lighting IMO contrasts light and dark to accentuate the 3d features of the geometry you have created. When the lighting is washed out you can't get that effect. It is possible to have a "bright" map and still have lighting contrast - many of the Valve maps do this brilliantly. Have a look at the following pic and how the lighting spills in from the skylights and doorways, and around the pillar:
http://web.gameguru.ru/img/img/half-life_2/half-life_2_large_8.jpg

Remember, with lighting less is more. If you feel the need to have a ton of lights for architectural consistency, make some of them broken. Better to have 1 bright light than 5 mediocre lights.

I love the area in the 4th screenshot - looks to have great vertical gameplay.

Some of the areas - specifically the bathroom and the lab - look way too tall. Maybe lower the ceiling down a bit there.

In the lab you might also consider adding some columns for both detail and tactical cover.






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Re: dm_waterwerx_final
Posted by Juim on Thu Sep 15th at 3:49pm 2005


? quoting mazemaster
many of the Valve maps do this brilliantly. Have a look at the following pic and how the lighting spills in from the skylights and doorways, and around the pillar:
http://web.gameguru.ru/img/img/half-life_2/half-life_2_large_8.jpg
quote]

Here is last nights latest efforts. I took what you said to heart. Its early for this area, but the layout is basically done. I am goint to try to fancy up the ceiling here, but there is more map directly above this room, so I will have to do whatever I do within the current confines of the space.





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Re: dm_waterwerx_final
Posted by Underdog on Fri Sep 16th at 1:30pm 2005


I have been watching this thread slowly mildew for a while now. Perhaps you should have kept your sentiments about Orpheous to yourself after all.

As for myself, sadly with 56k I no longer aspire to map. Perhaps I will get used to these longer load times. As to the map, I love the lighting you got going. If I could map half so well I'd be fit to be tied.

Good luck with the map, and your sentiments about fellow forum members.




There is no history until something happens, then there is.



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Re: dm_waterwerx_final
Posted by Juim on Fri Sep 16th at 10:05pm 2005


? quoting Underdog
I have been watching this thread slowly mildew for a while now. Perhaps you should have kept your sentiments about Orpheous to yourself after all.

Good luck with the map, and your sentiments about fellow forum members.

This was perhaps the most oddly unsettling map comment I have ever read,(on a personal level anyways). I fail to see how my saying He was frustrating at times has anything to do with this thread collecting mildew. Anywho, that was just.......wierd. Thanks for the other comments though.





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Re: dm_waterwerx_final
Posted by Underdog on Fri Sep 16th at 10:48pm 2005


My comment was nothing personal. I rarely comment on maps because last time I really opened up and spoke my mind, I was royally trounced. Apparently, if your mapping repertoire is nil, you have no opinion around here worth a hoot.

I do like the looks of this map. If your personal opinion on other members is another matter, so be it. Its not my place to comment otherwise, at least till its my turn to occupy your comments.




There is no history until something happens, then there is.



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Re: dm_waterwerx_final
Posted by Crono on Fri Sep 16th at 11:26pm 2005


I'm confused. As far as I know, Juim and Orph were pretty good forum-pals. And I KNOW Orph knows he's frustrating sometimes. So, maybe you just mis-understood what he said?

On the topic of mapping repertoire ... I don't think Juim would be classified as a "light-weight". The stuff he has, at least right now, in his profile, for example. Are well made and reflect knowledge of the process ... no matter how boxlike they may be image

(I thought Klingon was pretty fun.)


Don't take any of this as ganging up on you or something like that. I just thought I'd point out that it isn't that serious of a situation and you seem .. I don't know, offended somehow.

As for your "speaking [your] mind" comment. With the eye roll. I'm not sure if I remember exactly what happened, but the only way I can think of it being that big of a deal is if you said something offensive or mean ... or whatever it maybe. Because, if you speak your mind without using the expense of someone else it rarely turns into a s**t-fest.

Anyway:

Juim, As for the map ... it's very unique. It looks like you're incorporating all sorts of different styles, while still keeping a "underground" facility look. I also have a thing for arched ceilings. But, it looks nice so far. image



Blame it on Microsoft, God does.



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Re: dm_waterwerx_final
Posted by Underdog on Fri Sep 16th at 11:34pm 2005


I was basically told to shut up. There are not many ways to "interpret" that. I was not told by Juim, so if there is any confusion I apologize.

As to the Orpheous/Juim thing, I base my comment on Juim's words, not Orpheous's. Juim was the one with a somewhat pointed opinion about his "absence"

Once again, I apologize if I misunderstood the situation. For all I know they both are married and have 5 children.




There is no history until something happens, then there is.



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Re: dm_waterwerx_final
Posted by Juim on Mon Oct 17th at 1:03pm 2005


Well in between re-modeling my house,(I spent about 12 hours underneath it this weekend finishing sewer and water lines) I managed to squeeze in some mapping.This is the final large arena room. The map stands now at about 90% complete. I only need some connective architecture for playability and then I'm ready for beta testing and comments, tweaking and changes.

Here are acouple of noclip shots just for fun




Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead



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Re: dm_waterwerx_final
Posted by Underdog on Mon Oct 17th at 1:55pm 2005


I am actually hesitant to reply for 2 reasons. Last time I did, the author disappeared for 30 days. <img src=" SRC="images/smiles/sad.gif"> and this map is clearly an example of my point in our discussion in that other thread.

How long do you feel it will be before we can have a download link sir?




There is no history until something happens, then there is.



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Re: dm_waterwerx_final
Posted by Addicted to Morphine on Mon Oct 17th at 3:03pm 2005


Juim, I don't have much time to post ideas right now, but before I ran off to class I wanted to say that the main room is a marked improvement over what you had before. There's room for improvement, but I think you've come a long way. I remember playing the first version of this on your server. It was strangely lit and had stretched out textures and random props (like that big red freight container) and at least here that generator model fits in well.

Anyway - more ideas later. I wish I had HL2 here, because then I could ask you for the BSP so I could do a run through and offer comments.

Cheers, Juim.





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