Nice start Aaron.
I'm puzzled by your theme description a bit, you mean "mountain forest" instead of "jungle"? Unless you plan on replacing the vegetation to subtropical rainforest items.
Also careful with that water, for multiplayer source water is a dog on performance when the action is going.
Having fun with displacements I see. One thing you might be falling for here is the sometimes-unavoidable "I need vis-blocking here, put a cliff in" design mechanic. You see it so much in maps especially multiplayer, it really has to be done with a lot of forethought to look natural and unique. When do you see concrete poured directly onto rock ( without footings )? Never in RL, though it seems very common in maps.
Re: WIP / Concept Area Screenshots
Posted by Le Chief on Sat May 3rd at 11:29pm 2008
hehe, well I was planning for the map to have a subtropical jungle theme but it I can't find enough suitable tree and plant models, I think I might have to stick to this alpine forest theme.
Yeah, I see this alot to, and I will do my best to try and make this map look as natural as possible because making a realistic looking environment is the real focus, not level design and flow for a multiplayer map.
And thanks for the advice!
Posted by Le Chief on Sat May 3rd at 11:29pm 2008
? quoting haymaker
you mean "mountain forest" instead of "jungle"?
hehe, well I was planning for the map to have a subtropical jungle theme but it I can't find enough suitable tree and plant models, I think I might have to stick to this alpine forest theme.
? quoting haymaker
One thing you might be falling for here is the sometimes-unavoidable "I need vis-blocking here, put a cliff in" design mechanic. You see it so much in maps especially multiplayer, it really has to be done with a lot of forethought to look natural and unique. When do you see concrete poured directly onto rock ( without footings )? Never in RL, though it seems very common in maps.
Yeah, I see this alot to, and I will do my best to try and make this map look as natural as possible because making a realistic looking environment is the real focus, not level design and flow for a multiplayer map.
And thanks for the advice!
Re: WIP / Concept Area Screenshots
Posted by Crono on Sun May 4th at 4:19am 2008
Posted by Crono on Sun May 4th at 4:19am 2008
Or you could stop being a douche and ask your brother to make some tree models for you. 
Blame it on Microsoft, God does.
Re: WIP / Concept Area Screenshots
Posted by Le Chief on Sun May 4th at 5:00am 2008
He isn't really good at making models and he probably won't be interested anyway.
Posted by Le Chief on Sun May 4th at 5:00am 2008
? quoting Crono
Or you could stop being a douche and ask your brother to make some tree models for you.
Re: WIP / Concept Area Screenshots
Posted by haymaker on Tue May 6th at 6:46pm 2008
Posted by haymaker on Tue May 6th at 6:46pm 2008
Study in Streamline Moderne
A rainy Saturday challenge. Probably unsuitable for MP due to brush count
A rainy Saturday challenge. Probably unsuitable for MP due to brush count
Re: WIP / Concept Area Screenshots
Posted by reaper47 on Tue May 6th at 7:53pm 2008
Posted by reaper47 on Tue May 6th at 7:53pm 2008
Very nice. You got that into a 128 unit grid for floor heights?
I see less problems with performance than the usual "squeeze gameplay into one bit of concept art" issue. My studies (read: me torturing the engine to its very limits) show that polycount, especially clean on-grid polies like curves, etc, have surprisingly little impact on performance. It's almost entirely a shader-problem. Or very bad vis-blocking. But I'm sure you could have this building in a high-performance map, no problem.
I see less problems with performance than the usual "squeeze gameplay into one bit of concept art" issue. My studies (read: me torturing the engine to its very limits) show that polycount, especially clean on-grid polies like curves, etc, have surprisingly little impact on performance. It's almost entirely a shader-problem. Or very bad vis-blocking. But I'm sure you could have this building in a high-performance map, no problem.
Re: WIP / Concept Area Screenshots
Posted by Captain P on Tue May 6th at 9:05pm 2008

Captain P
member
1370 posts
247 snarkmarks
Registered: Nov 6th 2003
Location: Netherlands
Occupation: Game-programmer
Posted by Captain P on Tue May 6th at 9:05pm 2008
That looks pretty accurate, in terms of geometry.
" SRC="images/smiles/icon_smile.gif">
In terms of lighting and texture usage, it reminds me of blastwavecomic.com. Yellowish concrete, bright sunlight... and a post-apocaliptic, abandoned, ravaged world. I think it's the lack of windows and doors, the open nature of that building.
Oh well, just what it made me think of. Heh.
" SRC="images/smiles/icon_smile.gif">
In terms of lighting and texture usage, it reminds me of blastwavecomic.com. Yellowish concrete, bright sunlight... and a post-apocaliptic, abandoned, ravaged world. I think it's the lack of windows and doors, the open nature of that building.
Oh well, just what it made me think of. Heh.
Captain P
member
1370 posts
247 snarkmarks
Registered: Nov 6th 2003
Location: Netherlands

Occupation: Game-programmer
Re: WIP / Concept Area Screenshots
Posted by haymaker on Tue May 6th at 11:13pm 2008
Posted by haymaker on Tue May 6th at 11:13pm 2008
Thanks guys... Actually i forget what the walls worked out to inside, but there is enough room for floor sections with headroom to spare.
The gameplay thing I had fooled around with a layout, which I actually like, but got lazy with the other buildings as usual. As of now performance is max of course; the thing is a hunka hunka func_detail and would stay that way unless I blacked in the windows. I'm leaning towards having minimal models these days so it probably could work... do you guys know why func_lod is supposed to be so bad on the engine? That's what i hear anyway...
Never heard of blastwave, looks pretty well-thought-out. And hl2-ish in the post-apocalyptic sense too. Part of me really wants to keep those windows intact, which is ill-fitting for a destroyed building...
The gameplay thing I had fooled around with a layout, which I actually like, but got lazy with the other buildings as usual. As of now performance is max of course; the thing is a hunka hunka func_detail and would stay that way unless I blacked in the windows. I'm leaning towards having minimal models these days so it probably could work... do you guys know why func_lod is supposed to be so bad on the engine? That's what i hear anyway...
Never heard of blastwave, looks pretty well-thought-out. And hl2-ish in the post-apocalyptic sense too. Part of me really wants to keep those windows intact, which is ill-fitting for a destroyed building...
Re: WIP / Concept Area Screenshots
Posted by Riven on Wed May 7th at 9:00am 2008

Riven
super admin
1639 posts
802 snarkmarks
Registered: May 2nd 2005
Location: Austin, Texas, USA
Occupation: Architect
Posted by Riven on Wed May 7th at 9:00am 2008
I wouldn't destroy it. It looks rather awesome and post-apocalyptic the way it is now. A mighty fine job for duplication's sake.
You say you might add it to an mp map eh?
Riven
super admin
1639 posts
802 snarkmarks
Registered: May 2nd 2005
Location: Austin, Texas, USA

Occupation: Architect
Re: WIP / Concept Area Screenshots
Posted by fishy on Wed Jun 4th at 2:37am 2008
Posted by fishy on Wed Jun 4th at 2:37am 2008
one thatI've been toiling over for a few weeks now


I'll post this in it's own thread once I've got a beta version ready. Maybe a week or so.
i eat paint
Re: WIP / Concept Area Screenshots
Posted by Le Chief on Wed Jun 4th at 3:26am 2008
Posted by Le Chief on Wed Jun 4th at 3:26am 2008
Heh, looks like alot of fun. Did you model the cows?
Re: WIP / Concept Area Screenshots
Posted by Riven on Wed Jun 4th at 4:14am 2008

Riven
super admin
1639 posts
802 snarkmarks
Registered: May 2nd 2005
Location: Austin, Texas, USA
Occupation: Architect
Posted by Riven on Wed Jun 4th at 4:14am 2008
Nice shots; looks like you're staying true to the tf2 theme!
-Isn't there already a wildly popular version of Warpath already online?
Riven
super admin
1639 posts
802 snarkmarks
Registered: May 2nd 2005
Location: Austin, Texas, USA

Occupation: Architect
Re: WIP / Concept Area Screenshots
Posted by Gwil on Wed Jun 4th at 10:30am 2008

Gwil
super admin
2864 posts
293 snarkmarks
Registered: Oct 13th 2001
Location: Derbyshire, UK
Occupation: Student
Posted by Gwil on Wed Jun 4th at 10:30am 2008
There is but it looks like a pile of massive turd (no offence to whoever made it should they read this)
Gwil
super admin
2864 posts
293 snarkmarks
Registered: Oct 13th 2001
Location: Derbyshire, UK

Occupation: Student
Re: WIP / Concept Area Screenshots
Posted by prototstar on Tue Jun 17th at 10:59pm 2008
Posted by prototstar on Tue Jun 17th at 10:59pm 2008
Re: WIP / Concept Area Screenshots
Posted by RedWood on Tue Jun 17th at 11:40pm 2008
Posted by RedWood on Tue Jun 17th at 11:40pm 2008
looks nice. What game is it? Looks like it would play well too.
your sewer cap is on top your dirt displacement.
your sewer cap is on top your dirt displacement.
Reality has become a commodity.
Re: WIP / Concept Area Screenshots
Posted by prototstar on Wed Jun 18th at 12:33am 2008
It's made for Episode 2. Still trying to keep the map well optimized as possible. And thank for telling me that. Didn't notice it until you point it out.
Posted by prototstar on Wed Jun 18th at 12:33am 2008
? quote:
looks nice. What game is it? Looks like it would play well too.
your sewer cap is on top your dirt displacement.
your sewer cap is on top your dirt displacement.
It's made for Episode 2. Still trying to keep the map well optimized as possible. And thank for telling me that. Didn't notice it until you point it out.
Re: WIP / Concept Area Screenshots
Posted by Le Chief on Wed Jun 18th at 5:47am 2008
Posted by Le Chief on Wed Jun 18th at 5:47am 2008
It sort of reminds me of Gears of War, but then again it doesn't. Looks quite cool. What is this, single/multiplayer?
Re: WIP / Concept Area Screenshots
Posted by prototstar on Wed Jun 18th at 8:29am 2008
Posted by prototstar on Wed Jun 18th at 8:29am 2008
It's singleplayer. Utilizing the latest Source Engine and Episode 2 contents.
Trying to make a defend point map. It's a small map but I'm hoping to make this small map into a suitable close quarter combat between the Resistances and the Synths.
Any C&C?
Edited: I've noticed a hole in a displacement on the fourth screenshot and the breakable glasses not fit in the window frame in the last screenshot. Will fix that.

Trying to make a defend point map. It's a small map but I'm hoping to make this small map into a suitable close quarter combat between the Resistances and the Synths.
Any C&C?
Edited: I've noticed a hole in a displacement on the fourth screenshot and the breakable glasses not fit in the window frame in the last screenshot. Will fix that.

Re: WIP / Concept Area Screenshots
Posted by Le Chief on Wed Jun 18th at 8:52am 2008
Posted by Le Chief on Wed Jun 18th at 8:52am 2008
Nice, consider making a thread for this map. I like the third screenshot the best, followed by the second screenshot.
Whats with the bright orange lighting anyway, its pretty damn bright, you got any HDR in the map?
Whats with the bright orange lighting anyway, its pretty damn bright, you got any HDR in the map?
Re: WIP / Concept Area Screenshots
Posted by prototstar on Wed Jun 18th at 8:58am 2008
Thank. I think the bright orange lighting in the backgruond has to do with the HDR and the fog as well as the dustcloud (maybe?) working together to cause that kind of lighting glow.
I'll start a seperate thread the moment I get up.
" SRC="images/smiles/icon_smile.gif">
Posted by prototstar on Wed Jun 18th at 8:58am 2008
? quote:
Nice, consider making a thread for this map. I like the third screenshot the best, followed by the second screenshot.
Whats with the bright orange lighting anyway, its pretty damn bright, you got any HDR in the map?
Whats with the bright orange lighting anyway, its pretty damn bright, you got any HDR in the map?
Thank. I think the bright orange lighting in the backgruond has to do with the HDR and the fog as well as the dustcloud (maybe?) working together to cause that kind of lighting glow.
I'll start a seperate thread the moment I get up.
© Snarkpit.net 2001 - 2023, about us, donate, contact
Snarkpit v6.1.0 created this page in 0.0324 seconds.

Snarkpit v6.1.0 created this page in 0.0324 seconds.





