A bit too dark don't you think? The sky's light is fine but there are very few other lights and I think they emmit a really dim light. Try adding bolders, bushes and don't forget a few trees.
Re: Bloody Ore
Posted by Victor-933 on Fri Apr 21st at 7:51pm 2006

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Posted by Victor-933 on Fri Apr 21st at 7:51pm 2006
I'm still relatively new to Source mapping. The "streetlights" are
turned up all the way but by the time it reaches the ground it isn't
very bright. I tried turning the other lights up almost all the way as
well.
Also, I tried to add boulder props and it started acting up.. I guess I could try it again though
Also, I tried to add boulder props and it started acting up.. I guess I could try it again though
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Re: Bloody Ore
Posted by Captain P on Fri Apr 21st at 10:30pm 2006

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Posted by Captain P on Fri Apr 21st at 10:30pm 2006
Don't change the brightness if you want the light to cover longer distances. Take a look at the linear option (or whatever that option was called - could be multiple others, too).
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Re: Bloody Ore
Posted by reaper47 on Sat Apr 22nd at 7:13pm 2006
Posted by reaper47 on Sat Apr 22nd at 7:13pm 2006
Yea, make it much brighter. I don't even think the current lights (no matter how bright) are enough.
Re: Bloody Ore
Posted by Victor-933 on Mon Apr 24th at 3:31pm 2006

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Posted by Victor-933 on Mon Apr 24th at 3:31pm 2006
I haven't had anyone complain about the brightness in the public betas.
forgot to tell you guys that ._. -- I leave the map running on an
internet server overnight so people can check it out. Heh, I have a
clan that's interested in my map :P Clan [FU]. By the way anyone know
where I can get ahold of them?
Anyway, back to the map. New shots -- added rain effects, converted the slime to a pond, made some lights breakable. The indoor lights and "porchlights" are alot brighter now that I've switched to texture lighting. They also give the map a "cold" feel; in the mines it looks "freezing" because of all the blue-white.
Orph: I keep most of the old screenshots -- if I don't do that I still have the old maps. There's about 14 versions of Sublevels on my computer -- I save a new version if I do something drastic and complex, that way if I don't like it I don't have to go through and delete a bunch of crap. Later on (being on a Celeron it takes like 5 minutes to load something in HL2) I'll get some shots of my earliest map so you can see how far I've progressed.
Anyway, back to the map. New shots -- added rain effects, converted the slime to a pond, made some lights breakable. The indoor lights and "porchlights" are alot brighter now that I've switched to texture lighting. They also give the map a "cold" feel; in the mines it looks "freezing" because of all the blue-white.
Orph: I keep most of the old screenshots -- if I don't do that I still have the old maps. There's about 14 versions of Sublevels on my computer -- I save a new version if I do something drastic and complex, that way if I don't like it I don't have to go through and delete a bunch of crap. Later on (being on a Celeron it takes like 5 minutes to load something in HL2) I'll get some shots of my earliest map so you can see how far I've progressed.
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Re: Bloody Ore
Posted by reaper47 on Tue Apr 25th at 7:30am 2006
I don't mean that ironic but the problem with dark maps is daytime play.
" SRC="images/smiles/icon_biggrin.gif"> What server do you run it on btw?
I like the rain. I didn't know it workd so well in HL2DM!
Posted by reaper47 on Tue Apr 25th at 7:30am 2006
? quote:
I haven't had anyone complain about the brightness in the public betas.
forgot to tell you guys that ._. -- I leave the map running on an
internet server overnight so people can check it out.
forgot to tell you guys that ._. -- I leave the map running on an
internet server overnight so people can check it out.
I don't mean that ironic but the problem with dark maps is daytime play.
I like the rain. I didn't know it workd so well in HL2DM!
Re: Bloody Ore
Posted by Victor-933 on Tue Apr 25th at 12:01pm 2006

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Posted by Victor-933 on Tue Apr 25th at 12:01pm 2006
People join in the daytime as well -- pretty much whenever. The
community seems interested in the map, but unwilling to download it via
my SLOW upload rate (1 kb/s
)
I run the server straight from my computer overnight; it's just the default HL2DM server name because I don't have the money or need for a full-time server, since (I find this kinda funny) I make DM maps but suck in DM.
The server usually starts around 12:30AM Central and stops when I wake up around 6:30AM
)I run the server straight from my computer overnight; it's just the default HL2DM server name because I don't have the money or need for a full-time server, since (I find this kinda funny) I make DM maps but suck in DM.
The server usually starts around 12:30AM Central and stops when I wake up around 6:30AM
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Re: Bloody Ore
Posted by reaper47 on Tue Apr 25th at 2:41pm 2006
What's it called? Or what is the beta map called for that matter? I'd be interested to join and have a look!
The reason everyone's talking about the map being to dark is that it's a problem that often takes a while to show up. People don't indemidately notice it but after a while they do. It just happens. Also it's very easy to change!
Posted by reaper47 on Tue Apr 25th at 2:41pm 2006
? quote:
People join in the daytime as well -- pretty much whenever. The
community seems interested in the map, but unwilling to download it via
my SLOW upload rate (1 kb/s
)
I run the server straight from my computer overnight; it's just the
default HL2DM server name because I don't have the money or need for a
full-time server, since (I find this kinda funny) I make DM maps but
suck in DM.
The server usually starts around 12:30AM Central and stops when I wake up around 6:30AM
community seems interested in the map, but unwilling to download it via
my SLOW upload rate (1 kb/s
)
I run the server straight from my computer overnight; it's just the
default HL2DM server name because I don't have the money or need for a
full-time server, since (I find this kinda funny) I make DM maps but
suck in DM.
The server usually starts around 12:30AM Central and stops when I wake up around 6:30AM
What's it called? Or what is the beta map called for that matter? I'd be interested to join and have a look!
The reason everyone's talking about the map being to dark is that it's a problem that often takes a while to show up. People don't indemidately notice it but after a while they do. It just happens. Also it's very easy to change!
Re: Bloody Ore
Posted by Victor-933 on Tue Apr 25th at 4:14pm 2006

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Posted by Victor-933 on Tue Apr 25th at 4:14pm 2006
The map's beta filename is oreminenite2a.. The 2A is from a system I've
developed, albeit a very basic one -- add a letter then a number and
alternate between the two when making a drastic change..
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Re: Bloody Ore
Posted by Elon Yariv on Wed Apr 26th at 1:19pm 2006
Posted by Elon Yariv on Wed Apr 26th at 1:19pm 2006
Trees!!!
Maybe not in the mine but in the skybox at list.
I like it when there are only a few lights makes it feel more abandoned. Why is there a train in there if the place is abandoned? The cars I can understand but trains are too valueble to be left like that.
I like it when there are only a few lights makes it feel more abandoned. Why is there a train in there if the place is abandoned? The cars I can understand but trains are too valueble to be left like that.
Elon Yariv
Re: Bloody Ore
Posted by Victor-933 on Wed Apr 26th at 7:46pm 2006

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Posted by Victor-933 on Wed Apr 26th at 7:46pm 2006
I'll probably rewrite the story.. some of the stuff I've added that I'd
like to keep wouldn't fit the current story, like the headcrab canister
that punched a hole in one of the bunk houses
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Re: Bloody Ore
Posted by Elon Yariv on Sat Apr 29th at 6:24pm 2006
Posted by Elon Yariv on Sat Apr 29th at 6:24pm 2006
So make the inside area not grassy but muddy. The iron ore clean and light it much better if it's not abandoned. And by that I mean that most of the whole area will be lighted not only a few desolated spots.
Elon Yariv
Re: Bloody Ore
Posted by Victor-933 on Mon May 1st at 12:36am 2006

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Posted by Victor-933 on Mon May 1st at 12:36am 2006
I take each and every one of these ideas into consideration -- often
trying it out. If I like it, it stays. For example, I've made it muddy
as hell now.
A few other changes include doubling the depth of the mine shaft to 3000+ units, although only 1800 of them are "accessible"; that is, the elevator only goes down to the first level. The second level is flooded and has corpses floating in the water.
Also, I've added crab canisters to show the Combine's "Ravenholming" of the mine -- I plan to rewrite the story.
There are also several more weapons, supply caches and some secrets..
A few other changes include doubling the depth of the mine shaft to 3000+ units, although only 1800 of them are "accessible"; that is, the elevator only goes down to the first level. The second level is flooded and has corpses floating in the water.
Also, I've added crab canisters to show the Combine's "Ravenholming" of the mine -- I plan to rewrite the story.
There are also several more weapons, supply caches and some secrets..
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Re: Bloody Ore
Posted by Elon Yariv on Mon May 1st at 7:05pm 2006
Posted by Elon Yariv on Mon May 1st at 7:05pm 2006
Please post more pics of the room at the top of the shaft that enters the mines.
Elon Yariv
Re: Bloody Ore
Posted by Victor-933 on Thu May 4th at 11:04am 2006

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Posted by Victor-933 on Thu May 4th at 11:04am 2006
New screenshots. It's dusk now, and I've gotten both the 3D skybox and an env_sun to work. Retextured some of the buildings.
Elon Yariv: I made sure to include a shot of the shaft entrance
Elon Yariv: I made sure to include a shot of the shaft entrance
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Re: Bloody Ore
Posted by reaper47 on Thu May 4th at 6:38pm 2006
Posted by reaper47 on Thu May 4th at 6:38pm 2006
Ahh finally I can see.
" SRC="images/smiles/icon_smile.gif">
The first thing that strikes me, visually, is the boxiness of the surroundings (skybox). You need to break that up! Try to "cut off" a part of the square shaped layout, add a landmark in the distance with a few seperate hills instead of a constant "wall" of grassy terrain.
The buildings themeselves look nice now, maybe there could be a little more cover in the between areas, also vertical gameplay seems to be hardly existing in the outside. Again, I think it would be a good idea to make the roofs of these buildings easily accessible.
The first thing that strikes me, visually, is the boxiness of the surroundings (skybox). You need to break that up! Try to "cut off" a part of the square shaped layout, add a landmark in the distance with a few seperate hills instead of a constant "wall" of grassy terrain.
The buildings themeselves look nice now, maybe there could be a little more cover in the between areas, also vertical gameplay seems to be hardly existing in the outside. Again, I think it would be a good idea to make the roofs of these buildings easily accessible.
Re: Bloody Ore
Posted by Elon Yariv on Thu May 4th at 7:25pm 2006
Posted by Elon Yariv on Thu May 4th at 7:25pm 2006
Add more detail to the skybox, it's really horrible. Adding more detail wont raise the R_speeds alot since this is a 3Dskybox.
By detail I mean that you MUST add displacments to the skybox, it's really flat. No plot of dirt in the wild is flat.
Add mountains and big hills to make it look better. Add small detail like bushes,bolders and trees.(the texture isn't enough, it now looks really strange, a few tree models will be enough though) Add a train track in the skybox, to make it look logical.(nobody will make such a long tunnel(from the mine until the horizon)) Remember, train tracks are usally on raised dirt.(no grass)
Edit:
The walls in the room at the top of the shaft are really bland, do something to spicen them up. Don't know what though. Maybe lots of horizantal and vertical support beams. The main problem with the walls in the junction with the floor, I can't tell what about the ceiling for It's not in the screeni.
Add mountains and big hills to make it look better. Add small detail like bushes,bolders and trees.(the texture isn't enough, it now looks really strange, a few tree models will be enough though) Add a train track in the skybox, to make it look logical.(nobody will make such a long tunnel(from the mine until the horizon)) Remember, train tracks are usally on raised dirt.(no grass)
Edit:
The walls in the room at the top of the shaft are really bland, do something to spicen them up. Don't know what though. Maybe lots of horizantal and vertical support beams. The main problem with the walls in the junction with the floor, I can't tell what about the ceiling for It's not in the screeni.
Elon Yariv
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