Posted by Belgarion on Fri Nov 11th at 7:47pm 2005
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Posted by ReNo on Fri Nov 11th at 7:53pm 2005
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Posted by BlisTer on Sun Nov 13th at 5:55pm 2005
Posted by KoRnFlakes on Sun Nov 13th at 6:25pm 2005
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Posted by ReNo on Tue Nov 15th at 1:24am 2005
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Posted by Belgarion on Tue Nov 15th at 2:55am 2005
... I feel so dirty. I'm using image shack.


and a pic without the hinderence of a window.

I've also added a lift


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Posted by Captain P on Tue Nov 15th at 3:07pm 2005
One thing though: I think the map relies too much on its textures and brush-architecture. Add some details now and then, prop models (custom preferrably to keep up that distinct style). Without them some area's feel a bit too empty and flat.
Nevertheless, the style and theme look good, it needs some more work on the smaller stuff but the overall structure is there already. Keep it up!
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Posted by Belgarion on Tue Nov 15th at 4:01pm 2005
I think the empty feeling comes mostly from level 2 and the ramp sections, though I think I may add a lot of windowing to the ramp sections, and perhaps some of those white arches. Level 2 doesn't have much in the way of depth in the walls, but I seem to be stumped. If anyone wants to make suggestions I'd be more than happy to hear them, for both ramps and level 2.
I'm still hoping to edit some of the wall textures to be color-coded for each level (adding a stripe in part of it, reminicient of the intro levels in HL). That should help make each more unique and readyily identifyable. I've also decided to add some skylights to lvl3, so that will further individualize the levels.
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Posted by Addicted to Morphine on Tue Nov 15th at 4:16pm 2005
I mean, FF isn't out yet (and I'm in no way affiliated with it), but when it does come out it could be a whole new demographic of players that you could reach. And who knows, if you release it when FF is in its infancy, it may become an official map or something like that. As long as its big enough for 2/3 defenders... and has either good flag placement or a nice shutdown laser array it could be used for (eventual) FF league play.
Just some ideas. I really wish my computer at school could run HL2, then I'd be able to download your map and see if my ideas are relevant at all. As is, your map might not even be suitable for anything but DM play, but perhaps with some tweaking a conversion could be done.
Posted by Belgarion on Wed Nov 16th at 12:05am 2005
I think the map could easily be adapted to fit TFC-like gameplay. this would simply be the flag room. I already had a few ideas for entrances. I could make two, or possibly even three entrances to the facility. and then of course, there would be outdoor areas to the map. That is definetly a possibility.
As for the theme, a retexturing would really be all it needs.
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Posted by Addicted to Morphine on Wed Nov 16th at 3:14am 2005
Posted by Belgarion on Sun Nov 27th at 9:51pm 2005
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Posted by BlisTer on Tue Nov 29th at 3:33pm 2005
ok i finally had a chance to play this, and i must say it's truly great. architecture, layout, style, you master it imo. lighting is very nice too, but it seems that all your floorlights are turned off, even if they cast light. seems like you only put the light-spots facing away from them. what i do is place a second lightspot, facing towards the lightsource, having it just light up the light texture and nothing else. Personal opinion also told me to put different light colors here and there, like in the center section. Seemed like blue (or maybe red) would fit. also i would play a bit more with shadows, but thats personal taste too and maybe wouldnt fit the theme. I saw 1 or 2 minor texture misalignments, nothing serious. lowest fps i got was 20. i hope you finish that last 5% , imo it's certainly worth getting in server rotations.
ps: i never got round to making custom textures specular/reflective. instead of looking it up, could you tell me what the material properties need to be in a nutshell ? " SRC="images/smiles/icon_smile.gif">
Posted by Belgarion on Tue Nov 29th at 9:42pm 2005
it would seem texture lighting in Source doesn't work quite as well, or maybe that the texture simply isn't fullbright. i'll point some lightspots at the textures to illuminate them next time. if you could point out the texture missalignments I'd appreciate it. And you're right, it could do with some light color variation, which is what the windows and skylights on the third floor are meant to do, as well as the computer panels on the second floor.
I'd like to play with shadows a bit, but I'm not sure they would fit the theme. A clean steril environment would probably not have many shadows, as light sources would be arranged in such a way that they illuminate as much of the surrounding area as they could. But normally I would work in some shadows. I like shadows pretty much myself.
And the textures.. I'm going to let you in on a secret...I didn't actually make any of the textures in there. O.O They're almost all from the train texture set from HL2. Otherwise I'd gladly let you know what to do.
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Posted by BlisTer on Wed Nov 30th at 12:21pm 2005
I'd like to play with shadows a bit, but I'm not sure they would fit the theme. A clean steril environment would probably not have many shadows, as light sources would be arranged in such a way that they illuminate as much of the surrounding area as they could.
indeed
also noticed that the elevator switch lags a bit, takes 2-3 secs before it reacts. dunno if you can fix that.

as i said, very minor disalignment " SRC="images/smiles/icon_smile.gif"> the other ones are on tubes in the stairways on the lower floor, but are almost negligable.
is this reflective glass also a standard texture ? what's it called ?
grtz
Posted by Belgarion on Fri Dec 2nd at 4:37pm 2005
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Posted by Addicted to Morphine on Fri Dec 2nd at 8:09pm 2005
Posted by satchmo on Fri Dec 16th at 7:52pm 2005
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Posted by Belgarion on Sat Dec 17th at 7:09am 2005
Thanks though, it's nice to hear people like something you've put a lot of effort into. It is indeed more of a visual spectacle than a playable map, but I want both! i'm picky that way.
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