Posted by Hashbrown on Wed Aug 2nd at 9:43am 2006
http://s15.photobucket.com/albums/a386/hashbrown_/?action=view¤t=de_frosty_v60000.jpg
http://s15.photobucket.com/albums/a386/hashbrown_/?action=view¤t=de_frosty_v60002.jpg
http://s15.photobucket.com/albums/a386/hashbrown_/?action=view¤t=de_frosty_v60003.jpg
http://s15.photobucket.com/albums/a386/hashbrown_/?action=view¤t=de_frosty_v60004.jpg
http://s15.photobucket.com/albums/a386/hashbrown_/?action=view¤t=de_frosty_v60005.jpg
http://s15.photobucket.com/albums/a386/hashbrown_/?action=view¤t=de_frosty_v60006.jpg
its not much but try to hold in the negative comments suck as, "That f*cking sucks noob!" or, "Lern 2 map noob!" Cause in all truth i havnt been mapping very long. only 9 months or so, and i only started making this map seriously about 2 weeks ago or so. the other maps iove made have taken 2, maybe 3 hours to make. so all in all im a noob when it comes to mapping, just please dont try to advertise that fact. Support, suggestions, even constructive criticism would be very very helpfull. thanks for reading all of this and i hope to hear positive feedback and not just e-raging d*uche bags. Please leave me a private message, AIM me (ddr drummer), or email me if you would like me to send you the .bsp for any of my previous maps. or pm/AIM/email me for my CSS clan server ip and i can put them on and you can download them from there. thanks again for reading and ill keep up to date with the progress on this new map.
siden,
Hashbrown
Hashbrown
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Posted by Pvt.Scythe on Wed Aug 2nd at 12:36pm 2006
Also your links seem to be dead, but the uploaded images work.
I'll take a look again sometime and give more commentary.
Oh and if you have somekind of a layout plan it might be good to post it here.
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Dystopia - Empires
Posted by Addicted to Morphine on Wed Aug 2nd at 12:49pm 2006
I can't really understand what's happening in these 3 screenshots you've uploaded.
I don't know why this map is fullbright either.
What I would do if I were you is go through a bunch of different tutorials, as many as you can find, starting from beginning techniques and working your way up to advanced, and just learn different skills like displacements and entity work, and 3D skyboxes, and the theory behind brushes, and compiling maps, and how VIS and RAD work etc etc.
I'd try to learn all the little details before you take on a proper map. Make a bunch of little test maps, experimenting with lighting and architecture etc.
Posted by Captain P on Wed Aug 2nd at 1:36pm 2006
Anyway, from the 3 screenshots I can see, there's a few things I want to comment on.
First, it's looking pretty inconsistent right now. The water tower looks totally out of place with all the snow and ice. The concrete-ish structures don't look like something I can recognize - adding light to define the shapes better would surely help.
Second, as mentioned already, it lacks lighting. Light works to define shapes better, and can really create a strong athmosphere, using bright and dark area's. You can draw a players attention using bright spots, providing trap locations using dark area's, and so on.
Third, you seem to go with over-sized area's. The last shot especially shows a long, boring room. Yes, it lacks details, and you could fill it up with some (carefully chosen and distributed) props, but that's not the only thing 'wrong' here. The basic architecture is flat, as it's basically just a box. How about an L-shaped room or such, and how about adding a /-shaped ceiling with wooden support beams? Combined with good lighting, it can really spice up that area. Oh, and of course, the room's too big for such houses.
All in all, it looks like a typical CS/CSS map, void of lighting and so on, so I think it's more a matter of having seen bad examples than lack of skill. I'm interested to see how you're going to improve this map. Good luck.
Captain P
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Posted by Hashbrown on Wed Aug 2nd at 6:49pm 2006
Hashbrown
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Location: united states (sadly..)

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Posted by midkay on Wed Aug 2nd at 7:16pm 2006
I agree with Morphine here - you should probably try a few more smaller experiments to learn a few things about Hammer. I also think you should at least have rudimentary lighting here as you go along. I personally like to do the lighting as I work on new areas so I can tweak the mood and feel of areas/the entire map as I go along; lighting is important! Even if you only set up a light_environment so you can get some sunlight and maybe a few lights around the interior, at least it'll be much easier to look at and discern. Fullbright makes it hard to look at and hard to see what's what exactly.
Keep at it, even if you're having trouble with anything.. you'll learn a lot about Hammer and gameplay.
Posted by Hashbrown on Wed Aug 2nd at 7:28pm 2006
Hashbrown
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Location: united states (sadly..)

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Posted by midkay on Wed Aug 2nd at 7:48pm 2006
If you're not confident about your abilities you probably won't get very far. You should experiment with whatever you don't feel you know enough about in a separate map so you can experiement around and learn the technique, and then apply it to your map.
Posted by Hashbrown on Wed Aug 2nd at 9:24pm 2006
Hashbrown
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Posted by Addicted to Morphine on Thu Aug 3rd at 3:47am 2006
Good advice Cap and Midk.
Just get an idea for a small area you want to build, and see if you can. Take it as far as it will go. Don't try and tackle a full map until you're ready to really dedicate yourself to it. I honestly think coming up with many small projects (and finishing most of them) will be more rewarding than starting a few big ones and never getting anywhere near done.
Posted by Hashbrown on Thu Aug 3rd at 4:28am 2006
cheap amp but i dont
have any money ever.. still paying off my computer. But im sure that
once i get ina better overall mood and get more energy ill feel
more enthusiastic about making this map. thanks for giving the tips and
all that s**t. im actually surprised that for only reistering on
snarkpit last night ive gotten this many replies and suggestions n all
that s**t.Hashbrown
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Location: united states (sadly..)

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Posted by Hashbrown on Fri Aug 4th at 7:10pm 2006
peace
hashbrown
Hashbrown
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Posted by midkay on Fri Aug 4th at 8:01pm 2006
Oh, and you'll get suggestions and critique as long as there's something to respond to.
Keep at it..
Posted by midkay on Fri Aug 4th at 8:04pm 2006
Posted by Hashbrown on Fri Aug 4th at 9:58pm 2006
Hashbrown
member
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Registered: Aug 1st 2006
Location: united states (sadly..)

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Posted by midkay on Sat Aug 5th at 1:32am 2006
Just seems nice to me to have all your suggestions from inception to final product in one long thread instead of splitting it up into different threads of varying length and content. *shrugs*
Posted by Hashbrown on Sat Aug 5th at 1:28pm 2006
Hashbrown
member
35 posts
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Registered: Aug 1st 2006
Location: united states (sadly..)

Occupation: School
Posted by Addicted to Morphine on Sun Aug 6th at 7:39am 2006
Yeah chapters are for any map type, and I think the original idea was to have new chapters for different stages of development (alpha, beta etc?) but in general it is better to just stick to one chapter, as it's less confusing. People don't often know where to click to read the most recent updates, and oftentimes people will post in the intro chapter instead of the most recent one, like I'm doing now " SRC="images/smiles/icon_smile.gif">
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