Posted by CrazyPunk on Wed Jul 19th at 11:20pm 2006
I am CrazyPunk, located in the Netherlands in the city of Emmen.
I live in a pretty cool place. It's a squatted storage building with a little office part, located on a bus / train station.
I've been interested in map making since I started playing computer games. The first maps I've made were for an old 3drealms game called Shadow Warrior. These maps have never been published and were lost when my harddisk died.
A few years later, a friend of mine introduced me to Half-Life. I asked if I could also make maps for that game and he supplied me the tools. I did not had an internet connection back then so I had to help myself most of the time.
I made three initial maps for half-life 1 and one for counterstrike & the specialist. These maps barely compiled due to the way I managed to get over the engine limits time after time and were sort of heavy on the framerate, but the few people who've played those found them pretty cool.
Then my interest for mapping was brutally raped by my mother & my stepfather. They told me I was wasting my time and should go find some real hobby. I told them this was my hobby and could become a serious job in the future but they kept saying I was just wasting my time and didn't even bother to look at what I created. I went trough some pretty crazy situations and then got busy again with a new year of school.
Things went in such ways that I ended up here, in a squatted storage. I've found myself being able to map without feeling some unexplainable hesitation against it in the time I lived here and I actually enjoy it again. I've started building on a map of our house for the specialist, but then got Half-Life 2 and the sdk tools...I converted the map to the new engine and got stuck on the enviroment for a few weeks...then I decided to draw how the enviroment looks and started working on the map a few days ago...with satisfying results!
Here's a link to screenshots of the map. Enjoy!
http://bassie85.spaces.msn.com/photos/
Posted by Gwil on Thu Jul 20th at 12:51am 2006
Gwil
super admin
2864 posts
293 snarkmarks
Registered: Oct 13th 2001
Location: Derbyshire, UK

Occupation: Student
Posted by Juim on Thu Jul 20th at 3:12am 2006
Well, first off, I would like to say that I have never read such a detailed back story about a mapper in one of these posts, so congrats on that being a first.
I also took look at the screenies and my first impressions are all good so far. Nice lines, with attention to detail. Initially, i would say that the screens you posted are crying for a 3d skybox(something I must research on my own current project). I would recommend some lighting other than the env_sun above. The map has too many dark recesses in critical viewing areas. Other than that it's too early to comment much further. Keep up the good work.
Juim
member
726 posts
183 snarkmarks
Registered: Feb 14th 2003
Location: Los Angeles

Occupation: Motion Picture Grip
Posted by CrazyPunk on Thu Jul 20th at 11:09am 2006
Posted by CrazyPunk on Thu Jul 20th at 11:11am 2006
The lightning sucks indeed, but I'm experimenting with that on-the-fly...the plan is to make the light come is such a way it creates sunlight on the terrain and hopefully a full vis+rad process will make the ambient lightning such way that it also lights up the insides of the storage complex.
I was also thinking on making the light setting more nightly due to the huge visible areas of the map, with a gloomy blue night sky lightning and maybe some fog on the terrain as well, and then put lights inside the storage and on the still-to-be planted light posts.
And for screenshots - the map is still in such a state that altough the screenshots look nice, those area's are not even close to finished yet. When I got more finished areas I shall post some decent screenies.
Posted by Captain P on Thu Jul 20th at 6:22pm 2006
While the map looks good so far, I'm a bit worried about the performance. The map looks very open and you're probably still going to add a lot of detail. How does the map run so far?
// Also, msn photo stuff is slow...
Captain P
member
1370 posts
247 snarkmarks
Registered: Nov 6th 2003
Location: Netherlands

Occupation: Game-programmer
Posted by CrazyPunk on Thu Jul 20th at 6:51pm 2006
Does anyone know how much different lights can be placed alongside eachother? I might need to make a row of yellow/green lights but I do remember that the hl1 rad process kept bugging me with "too many light styles on a face" messages for hours while compiling one of my previous maps...
Posted by Captain P on Thu Jul 20th at 8:54pm 2006
So it's not the color or brightness or such that makes you hit this limit, it's the animation. I think you don't need many animated lights there anyway so I wouldn't worry too much about it.
Captain P
member
1370 posts
247 snarkmarks
Registered: Nov 6th 2003
Location: Netherlands

Occupation: Game-programmer
Posted by CrazyPunk on Thu Jul 20th at 10:21pm 2006
I've been experimenting with 3d skyboxes a bit...and I was wondering, could I make the skybox "connect" to the level? So that the surrounding architecture would be easy on the engine yet still looks like a part of the map?
Posted by G.Ballblue on Fri Jul 21st at 3:36am 2006
In screen 3, those trees seem to be rather... awkward, as though they're not quite connected to any grass. That also look like the same exact tree, just rotated
G.Ballblue
member
1511 posts
211 snarkmarks
Registered: May 16th 2004
Location: A secret Nuclear Bunker on Mars

Occupation: Student
Posted by CrazyPunk on Fri Jul 21st at 7:24am 2006
Posted by midkay on Fri Jul 21st at 7:30am 2006
I'd suggest adding (or increasing) ambient lighting (via light_environment) as well as overall lighting. Outside looks quite dark considering the sun, and most of the inside shots are like 50-75% black/very dark pixels.
From what I can see, though, it looks good so far.
Posted by Orpheus on Sat Jul 22nd at 2:17am 2006
I guess that because we have no traincars that look like the HL2 ones around here that I am basically tired of maps that have them. However, we definitely have areas that look like screen #3 and somehow it reminds me of home.
Can't say much about screen #2.. It looks like walls made from mattresses. " SRC="images/smiles/icon_lol.gif">
I'd like to see a possible screen of the trees with leaves. Is that possible?
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.
Posted by CrazyPunk on Sat Jul 22nd at 12:35pm 2006
Posted by G.Ballblue on Sat Jul 22nd at 5:48pm 2006
G.Ballblue
member
1511 posts
211 snarkmarks
Registered: May 16th 2004
Location: A secret Nuclear Bunker on Mars

Occupation: Student
Posted by Addicted to Morphine on Sun Jul 23rd at 5:14am 2006
Change the skin of the tree model from 0 to 1 in the model properties in hammer.
It should go from being bare to having some leaves.
Edit: Typo
Posted by midkay on Sun Jul 23rd at 5:24am 2006
Posted by Addicted to Morphine on Sun Jul 23rd at 5:40am 2006
Posted by CrazyPunk on Sun Jul 23rd at 8:29am 2006
does increasing the skin number also affect the amount of leaves? hmmm....
*runs off to hammer*
Posted by CrazyPunk on Tue Aug 15th at 3:53pm 2006
there is a bug somewhere and I've nearly tracked it down, and I've also done some minor improvements, mostly grouping together the func_details where possible.
Snarkpit v6.1.0 created this page in 0.0154 seconds.

