Posted by Captain P on Fri Oct 14th at 7:52pm 2005
As for the displacements, I think I'll release the maps source once I'm done for others to learn. There's quite some people that haven't got the hang of dismapping yet so it could be usefull.
Captain P
member
1370 posts
247 snarkmarks
Registered: Nov 6th 2003
Location: Netherlands

Occupation: Game-programmer
Posted by Dark|Killer on Fri Oct 14th at 7:59pm 2005
Dark|Killer
member
758 posts
186 snarkmarks
Registered: Dec 22nd 2004
Location: Dubai (Middle East)

Occupation: Student
Posted by Captain P on Tue Oct 25th at 9:02pm 2005
refreshed - it's still the older version we playtested last time.
Anyway, I added several props (that need yet to be skinned though) and
changed the lighting a lot in most area's. The paths should be better
visible this time while the caves are still quite dark up high and deep
below to keep that athmosphere.
Well, here goes:
Gloomy lighting on a dark, high rock-wand
Dangling worklights... yeah, gravity-gun-fun...
More worklights and electricity cables. The generator still has to be modelled.
Waterfall. Spot the secret...
View from within the tomb. The tomb itself is now deeper and possibly holds a trap for those RPG-lovers.
Well, what do you people think? It's mainly the lighting that I've worked on now, so... does it work well now?
Captain P
member
1370 posts
247 snarkmarks
Registered: Nov 6th 2003
Location: Netherlands

Occupation: Game-programmer
Posted by Addicted to Morphine on Tue Oct 25th at 9:41pm 2005
Perhaps some different light sources, like some blues.
Posted by Captain P on Tue Oct 25th at 9:50pm 2005
About bleu lights, those work-lights are blue but probably not blue enough. I'll see what effect a more bleuish light has on them.
Thanks for the suggestions.
Captain P
member
1370 posts
247 snarkmarks
Registered: Nov 6th 2003
Location: Netherlands

Occupation: Game-programmer
Posted by ReNo on Tue Oct 25th at 10:45pm 2005
ReNo
member
5457 posts
933 snarkmarks
Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Posted by KoRnFlakes on Wed Oct 26th at 8:32am 2005
I wish there were more places to actually fall off, I think that would make it far more interesting, oh and texture those crates!
KoRnFlakes
member
1125 posts
273 snarkmarks
Registered: Jul 3rd 2002
Location: Norfolk

Occupation: Yus!
Posted by Underdog on Wed Oct 26th at 11:39pm 2005
33 minutes and 20 seconds later: 
Do you really think this map was worth it? I will let you know if you were right.
[EDIT]
Its obvious that you have either never been inside a cave before or, you are not shooting for realism. Something that the HL2 engine can deliver BTW.
1] discounting the lighting, which I assume will be augmented to give a cave/underground feel, I cannot add anything to the comments about lights until I see a more advance compile. All the unskinned props are ruining the feel/atmosphere.
2] the wooden planking. Again, it doesn't look realistic. Planks are added to an existing aperture. yours actually inserts itself within the walls in places. Its obvious that you have a considerable amount of overlapped solids present.
3] again the plank pathways. You need some upper support. Ropes, chains or cables. Its not important what but something needs to be holding all that lumber up.
4] the wind? again, not realistic. caves with that much of a breeze needs an outlet. Preferably in the top. a volcanic vent type hole would suit.
5] the planking again. all of them seemed to be made of the same wood, and running the same direction. alter the material and direction a bit.
6] slow the waterfall down a bit or perhaps decrease the volume of water falling over it. a fall of that type would steam up the whole area in fog.
7] rock types, although many caves contain the same materials, many are often wet and dry in places. try to make yours appear so.
8] have a few broken guard rails scattered about. preferably made out of rope or chains/cable
9] light rays from the sun through cracks can increase authenticity and depth.
10] tone down all noises. caves are horribly quiet places. also, sound is swallowed up easily in caves, keep the volume at a level so you cannot hear it all from everywhere.
11] unless this is a new cave, there will always be some material either falling from the ceilings, or building up on the ground. new caves may do this to but the edges will be sharper. older caves have rounded edges.
12] if these opinions do not suit you. ignore them.
Underdog
member
1018 posts
102 snarkmarks
Registered: Dec 12th 2004
Location: United States

Occupation: Sales-Construction
Posted by Captain P on Thu Oct 27th at 7:47am 2005
I agree on the planking, I'm planning on replacing all of it with modelled planks eventually or at least a significant part of it to give it a more realistic feeling. Support beams are added as we speak, I'm using metal bars as seen on construction sites and wooden beams as well. Got more suggestions for variety?
I like 7, 8 and 10. Didn't think about wet rocks actually, and though I am adding guard railings they're all planks or metal bars. Me likes the rope idea.
I thought about adding light beams too, tried some, but I don't think they really work well in the water cave just yet, that'll take some experimenting. Maybe I'll add some sort of unaccessible side-cave that has them.
And the sounds, well, I've been in caves but that's a long time ago. They're quite, yeah, so the sounds I've put in are mainly just to test the sound entities. It's being worked on right now.
Big thanks for your comments and suggestions. I am shooting for some realism so I could use em, I guess...
Captain P
member
1370 posts
247 snarkmarks
Registered: Nov 6th 2003
Location: Netherlands

Occupation: Game-programmer
Posted by Dark|Killer on Thu Oct 27th at 9:55am 2005
Atlast, i asked you, i really want to know, do you use terrain generator ?? or did you do them all by your self ??
If you did them by yourself, TELL ME HOW ... PLease
Thank You
Dark|Killer
member
758 posts
186 snarkmarks
Registered: Dec 22nd 2004
Location: Dubai (Middle East)

Occupation: Student
Posted by Agent Smith on Thu Oct 27th at 2:14pm 2005
But you've got to be careful what colour you select as your ambient light, because that determines the colour of the shadows cast by physics items, props, pickups, etc. I found this out the hard way in Hydro, where the pinkish ambient light made all the mentioned shadows bright pink. It's pretty stupid, they might have fixed it by now, but I doubt it. Either way just test it with loose props around.
Agent Smith
member
803 posts
200 snarkmarks
Registered: Aug 30th 2003
Location: NSW, Australia

Occupation: Uni Student
http://www.hamandjam.org
'Get your stinking paws off me, you damned dirty ape!'
Posted by Captain P on Thu Oct 27th at 5:15pm 2005
So, that was what caused your pinky prop shadows? Now I see... thought it was some sort of bug.
Dark|Killer: contact me on msn and I could give you some more detailed instructions.
Captain P
member
1370 posts
247 snarkmarks
Registered: Nov 6th 2003
Location: Netherlands

Occupation: Game-programmer
Posted by habboi on Thu Oct 27th at 5:54pm 2005
Posted by Captain P on Thu Oct 27th at 10:52pm 2005
Captain P
member
1370 posts
247 snarkmarks
Registered: Nov 6th 2003
Location: Netherlands

Occupation: Game-programmer
Posted by Captain P on Thu Mar 16th at 11:17pm 2006
Well, I'm working on it again, adding more models to up the detail levels. It'll take me some time to get back into this, but the map is nearing completion. Phew, glad to see this thing being finished soon.
Captain P
member
1370 posts
247 snarkmarks
Registered: Nov 6th 2003
Location: Netherlands

Occupation: Game-programmer
Posted by Dark_Kilauea on Fri Mar 17th at 12:52am 2006
Dark_Kilauea
member
629 posts
93 snarkmarks
Registered: Apr 15th 2005
Location: USA

Occupation: Fast Food
Posted by Captain P on Fri Mar 17th at 2:58am 2006
Right now I'm adding more prop models (pickaxes, hammer (4.0)s, crystal shards) and I think a playtest would be good to help me place them well across the map. Plus, it'd be good fun to play again, methinks.
Captain P
member
1370 posts
247 snarkmarks
Registered: Nov 6th 2003
Location: Netherlands

Occupation: Game-programmer
Posted by Captain P on Sat Mar 18th at 1:28am 2006
Main changes here so far: I'm splitting up the floors into individual planks. Since most of the map is just displacement map and prop model, I think I can spend the additional poly's (they're all func_detail - the solid brushes of this map are less than 50 I think
Some of the smaller prop models I've been doing recently. I plan to do some medium-sized props such as a portable power generator and an accompanying jerrycan model. Anyone got idea's for replacing all those cover blocks without using too much crates? I think I'm getting stuck there a bit... rocks and bags full of crystals are easily overused too...
A nice sunset after playing with the gravity gun.
Notice the lack of a 3D skybox. I'm thinking about putting in a canyon-like background. What do you people think?
Captain P
member
1370 posts
247 snarkmarks
Registered: Nov 6th 2003
Location: Netherlands

Occupation: Game-programmer
Posted by ReNo on Sat Mar 18th at 2:33am 2006
ReNo
member
5457 posts
933 snarkmarks
Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Posted by Orpheus on Sat Mar 18th at 2:29pm 2006
Been to long, I cannot remember my past comments. " SRC="images/smiles/sad.gif">
Anyway, you seem to be incorporating some digging tools? Will you be making the rocks appear to be dug "into?"
The cave looks to worn/tidy.
I will avoid commenting on the stretched textures at this time. " SRC="images/smiles/icon_wink.gif">
Orpheus
member
13860 posts
1547 snarkmarks
Registered: Aug 26th 2001
Location: Long Oklahoma - USA

Occupation: Long Haul Trucking
The best things in life, aren't things.
Snarkpit v6.1.0 created this page in 0.0156 seconds.


