Re: Bloody Ore
Posted by Victor-933 on Sat Apr 1st at 4:04pm 2006
The comments I've recieved on Sublevels 2 have opened my eyes to Source
mapping a little -- it's *assloads* different from Valve engine mapping
both from a technical standpoint and in gameplay. So, into the rubbish
fire goes Sublevels 2, and out of its ashes rises Bloody Ore.
Set in an iron ore mine, Bloody Ore.. well hell the description is up there, why bother paraphrasing it here?
heh.
Anyway, I plan to use alot of Source in this map. I'm already getting pretty comfortable with displacements and models.
The map will consist of two sections: topside and the mines.
I have all of the topside section's structures laid out; I just need to fill them with stuff.
I'm hoping this one doesn't turn out like crap.

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Re: Bloody Ore
Posted by Captain P on Sat Apr 1st at 4:34pm 2006
It's pretty dark if you ask me. Too dark to see much in that first and last shot, so probably too dark for gameplay as well. And I prefer daylight maps just for their mood, for some reason they seem to play 'happier' to me.
Look into 3D skyboxes bytheway, I'm sure you can make that background outside more interesting.
" SRC="images/smiles/icon_smile.gif">

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Re: Bloody Ore
Posted by reaper47 on Sat Apr 1st at 5:19pm 2006
The map looks far to evenly structured. Try to break up the layout, move buildings closer, to each other, add some height levels... right now it looks like a big open field with "something in".
First thing I noticed, though: It's too dark! Even for a night map! Make it 2, 3 times as bright, at least make sure the floor is lit by spotlights ect to make sure the player isn't blind when playing it at day or low contrast!
One last thing (sorry, I wanted to mention the nice looking machinery in the last pic more <:] ) - there already is a map with a very similar theme called dm_mine. It's a decent map although it has a weird layout at places. You might want to know that, although there's room for more than one mine map IMHO.

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Re: Bloody Ore
Posted by Vash on Sat Apr 1st at 10:15pm 2006
Half-life 1 with a new weapon

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Re: Bloody Ore
Posted by Myrk- on Sat Apr 1st at 11:49pm 2006
Looks good so far, but theres not really much at all to comment on tbh.

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Re: Bloody Ore
Posted by Victor-933 on Sun Apr 2nd at 2:41am 2006
? quote:
Half-life 1 with a new weapon
At least I'm making maps. 

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Re: Bloody Ore
Posted by Vash on Sun Apr 2nd at 2:45am 2006
Because I obviously have no idea what I'm talking about.

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Re: Bloody Ore
Posted by Victor-933 on Tue Apr 4th at 11:50am 2006
wtfever. I didn't ask for an asshole's input on my second attempt at
source mapping. I haven't even made any "screw around" maps like the
300-or-so I've done for HL1 yet.
On another note, I've posted new screens..
And Cap'n, about those skyboxes.. I don't know what I'm doing wrong --
I tried putting the damn thing at the origin of the map and moving
everything else and I still get a replica of the map itself and not the
miniature scenery in the skybox. So I just said "screw it and built a
fence around it with some displacement hills

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Re: Bloody Ore
Posted by Orpheus on Tue Apr 4th at 1:33pm 2006
? quoting Victor-933
wtfever. I didn't ask for an asshole's input on my second attempt at source mapping. I haven't even made any "screw around" maps like the 300-or-so I've done for HL1 yet.
Chill Victor.. No one is being an asshole.
The buildings and machinery are top rate. I love a good set of machines with a purpose.
Your area is HL1 with a vengeance. It looks like a box, with stuff in it.
I would put the buildings on hold and work on the terrain for a bit.

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Re: Bloody Ore
Posted by Captain P on Tue Apr 4th at 2:05pm 2006
The whole 'center-of-the-map' thing all those 3D skybox tutorials talk about is nonsense imho. Sure, it's a nice way to make sure your 3D skybox is aligned well with the map, but other than that I've seen much confusion happing through this method.
The skybox camera entity serves as the center of the map for the 3D skybox part. Just make sure this box is sealed off from the rest of the map (and from the void) and only contains the things you want to have in your 3D skybox. Then everything should be just fine. You probably had this area leaking or such.
About the new shots - they're still awfully dark, that would be the very first point to work on if you want better feedback.
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Besides that, the buildings do look like mining buildings so that's a good thing, but as Orph pointed out, the terrain needs work.
Do you have any shots or drawings that depict the layout you're going for bytheway? I believe it's a usefull thing to know (after all, you want to know if your map plays well before putting a few months work in it).

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Re: Bloody Ore
Posted by Orpheus on Tue Apr 4th at 9:03pm 2006
? quoting Victor-933
And I started work on the terrain before I even read these suggestions

Then WTF good are we then? Stop asking us to suggest in hindsight.
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Re: Bloody Ore
Posted by Elon Yariv on Tue Apr 4th at 9:29pm 2006
You should add more artifictual lights. The sky's light can still be dark, night maps are sometimes nice, but make the central area brighter. Death Match maps aren't sepposed to be dark, it's annoying when you can't see anything 5 feet away from you.
The skybox and the areas around the center are really boring. I suggest that you add bolders, pools of water and trees to the areas around the center. Trees in the skybox will be nice too. Also add the power lines that lead the electricty from the power plant(not in the map of course) to the whole mine.

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Re: Bloody Ore
Posted by Captain P on Tue Apr 4th at 11:10pm 2006
Heh, Rollercoaster Tycoon. Great stuff. Now put in one of those hotdog stalls.
Well, if you had a hollow box and the sky_camera inside it (and not accidentally left a sky_camera within the map), it would work.
As for spotlights, use light_spot for the actual light, and point_spotlight for the beam (just don't tick that dynamic flag or your performance will skyrocket... the wrong way - caused me some trouble a while ago
" SRC="images/smiles/icon_wink.gif">).

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Re: Bloody Ore
Posted by Orpheus on Tue Apr 4th at 11:42pm 2006
? quoting Captain P
(just don't tick that dynamic flag or your performance will skyrocket... the wrong way - caused me some trouble a while ago

).
Could the word you are searching for be... Plummet?
*giggles*
"Skyrocket the wrong way... Thats killer. 

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Re: Bloody Ore
Posted by Victor-933 on Wed Apr 5th at 1:13am 2006
I'm still adding stuff to the map.. I've given the mine it's own
generator. I mean, the thing's basically in the middle of nowhere and
is running alot of heavy machinery.. why wouldn't it have its own power
source?
Also, the mine having its own generator helps the story given to it a
little -- the rebels wouldn't need to rely on weak generator trailers
to power their little base thing.

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Re: Bloody Ore
Posted by reaper47 on Wed Apr 5th at 11:30am 2006
? quote:
Cap'n: I've based the design on the coal mines from Transport Tycoon:
I find that so cool.

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Re: Bloody Ore
Posted by Victor-933 on Fri Apr 7th at 12:04am 2006
Once again, new screenshots. The shadows are pointing the wrong way for
the skybox, but I don't really have the patience to re-run the compile
after fixing shadows. I was gone the whole time this was compiling.
As you can see I've switched it to daytime. I'm running my monitor at
full brightness and contrast so I can see, but when I dropped it to 75%
brightness and contrast I noticed that no amount of spotlights would
help in the nighttime setting I had.

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Re: Bloody Ore
Posted by Captain P on Fri Apr 7th at 12:52am 2006
Well, the brightness is certainly better.
The terrain needs much work, though. It's still just a flat, boring surface (with obvious texture repetition from that angle) but with a few hills thrown in. Don't be shy and put the whole terrain into dismaps, then create some real relief there.
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It's also a very open area, with too little things of interest in it yet.
The buildings are too tidy, as is their placement. It makes the level feel blocky, or 90-degreed so to say. It's unnatural. Usually not an easy thing to avoid, but some angles now and then do wonders.
Keep it coming!
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Re: Bloody Ore
Posted by Victor-933 on Fri Apr 7th at 2:16am 2006
well.. the buildings aren't supposed to have a bunch of fancy
architecture and such -- they're sheetmetal shacks, so 90-degree-ish is
what I'm after, really..
I'll get to work on the terrain soon though.

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