Night Terror [Codename]
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Re: Night Terror [Codename]
Posted by Le Chief on Fri Aug 15th at 12:00am 2008


Here is my current mapping project that I am working on that I am calling "Night Terror", its a singleplayer map for Half-life 2.

Here are some screenshots:



You have been assigned on a mission to rescue some battered civilians that fled inside the abandon Lucas Heights Northern Petroleum facility before night fall. The facility is surrounded in monster infested forest. The whole region, including the upper Hexam Highway, the Salt Pan Lake and the railway line used for freight transportation is closed and is dangerous particularly at night time.

Military supplies are tight as securing Hexam City is our first priority, if you get yourself into trouble, you won’t be getting support any time soon. Get yourself inside the facility and meet up with the civilians asap before it’s too late.

Remember, the facility has been abandon for 23 years now, we don’t know what it is like inside. Keep your eyes peeled and ready yourself for possible enemy encounters inside the facility. Good luck.


Basically, the map is inspired by Gears Of War (particularly the third act- Downpour) and the Ravenholm chapter of Half-life 2.

The map is set in an abandon oil refinery/warehouse type environment surrounded in forest, which is located at the base of a volcano.

The map is still in its early stages, and alot of the map is yet to be built, I'll show you guys more images when the time is right.

More information about the map can be found here.

Tell me what you think smiley.


[ Edited by aaron_da_killa on Mon Oct 13th 2008 at 7:11pm - total edits: 1]




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Re: Night Terror [Codename]
Posted by RedWood on Mon Aug 18th at 12:53am 2008


Looking good Aaron.

If you canceled the mod for what are you finishing this map for? A short single player map?




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Re: Night Terror [Codename]
Posted by Le Chief on Mon Aug 18th at 7:09am 2008


Ah, thanks mate smiley.

Well yeah, I decided that this map had some potential in it and thought it might be pretty cool if I worked on it and made it a singleplayer map smiley. I've come up with quite a few ideas for some pretty sweet things in this map to maximize gameplay, things that I haven't seen before in custom maps, things that will allow players to choose the way they play this map, I'll explain this a bit later, its still quite early.

Anyway, some new screenshots should be available in a few days smiley.






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Re: Night Terror [Codename]
Posted by G4MER on Mon Aug 18th at 8:04am 2008


Looks really good.. hope to see it in action someday!



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Re: Night Terror [Codename]
Posted by tnkqwe on Mon Aug 18th at 1:04pm 2008


It was about time you to make a SP episode,arron.I really like the places with low light.And this map has the low light.



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Re: Night Terror [Codename]
Posted by Le Chief on Tue Aug 19th at 3:51am 2008


Thanks for the positive feedback guys smiley.

Here are some screenshots of some spaces I am still working on:





A 'dark area' section I am working on:


And here is another shot of that first area of the map:







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Re: Night Terror [Codename]
Posted by tnkqwe on Tue Aug 19th at 3:53pm 2008


I think it needs something glowing,so the maps to be mor scary.That's what I think.Any way the maps are geting nice.For the dark area,put some scarry sounds.
OH!And if you want to learn something about horror,play Afraid Of Monsters.

[ Edited by tnkqwe on Tue Aug 19th 2008 at 3:55pm - total edits: 1]




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Re: Night Terror [Codename]
Posted by Le Chief on Fri Oct 3rd at 5:12am 2008


It has been a while so thought I might give a little update on this map.

So far, this is the biggest single map I have created (both qualitative and quantitative) and so far, it looks like it will be my best work to date. I have been working on this map for many months now, I have alot of momentum and shit is being poured into the map at a fast rate. I am hoping for a Christmas release.

Here are some screenshot of some new spaces, please note, all this is heavy wip and no where near complete. EVERY LITTLE DETAIL is subject to improvement.


A shot showing a closed road tunnel and my first custom texture, the road sign. This road was sealed off to prevent civilians entering the facility.




A dark space where the player will encounter some zombies in the dark. A fast zombie will also suddenly appear to frighten the player.






The first shot shows an area that is going to look like a garage/repair/car service station. This space is the last outdoor space before the player ventures deep inside the facility and where the gameplay starts to become harder. The space features an overflowing cannal (which needs to look like it is overflowing rather than it is naturally high) and a railway line used for freight transportation. When I make the 3D Skybox for the map (after all spaces are complete) the volcano will be visible from this vantage point.

The approach I have taken to build this level is to construct the individual spaces one by one to a certain degree than I will go back and polish/smooth out the whole map, add the monsters etc etc. At the moment, there is monsters on the map but just really rough placement with not much thought, same for weapon placement.

What do you guys think?

New information will be added to the map's page as time goes by.



[ Edited by aaron_da_killa on Fri Oct 3rd 2008 at 2:44pm - total edits: 1]




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Re: Night Terror [Codename]
Posted by tnkqwe on Fri Oct 3rd at 11:15am 2008


It is nice,very nice!It would be nice if there ware more tipes of monsters...


Never think about bad things!
TNKqwe:The New Killer qwe

I am Engineer - Play Free Online Games

Citizen Arms



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Re: Night Terror [Codename]
Posted by Le Chief on Fri Oct 3rd at 12:59pm 2008


Ah thanks tnkqwe smiley.

Yes, one challenging thing about making this map is that it will be entirely populated with Xen monsters, no combine. This means that pretty much all enemies are technically melee having no ability to damage the player from a distance unlike combine units. The monsters you will encounter are:

-Headcrab/Fast Headcrab/Poison Headcrab
-Zombie/Poison Zombie/Fast Zombie
-Barnacle

As you can see, there isn't much variety. I would like to have antlions in the map but I am going to have to figure how I am going to make them fit with the story and in the level, because antlions attack Xen monsters which could also be seen as a positive thing :P.

I will be working closely with the Half-Life 2 chapter "Ravenholm" to see how they made it, because that chapter is entirely populated with Xen monsters as well.






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Re: Night Terror [Codename]
Posted by tnkqwe on Fri Oct 3rd at 6:16pm 2008


Put areas with no zombies,or dead zombies,or dead people...something dead and the HL2ep1 antlion holes(the holes from where antlions comes out and you have to put a car above).


Never think about bad things!
TNKqwe:The New Killer qwe

I am Engineer - Play Free Online Games

Citizen Arms



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Re: Night Terror [Codename]
Posted by Le Chief on Mon Oct 6th at 11:44am 2008


Ah, that's a nice idea, thank you tnkqwe smiley.





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Re: Night Terror [Codename]
Posted by Yak_Fighter on Tue Oct 7th at 4:19am 2008


This looks pretty cool so far. Keep it up!



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Re: Night Terror [Codename]
Posted by Le Chief on Wed Oct 8th at 12:34pm 2008


Quoting Yak_Fighter
This looks pretty cool so far. Keep it up!


Ahh, thanks mate smiley.

I've updated the maps page on my website with new screenshots, check em out here. If you look at the 6th shot, you can see the volcano, it looks 2D but its actually a displacement in a 3D skybox, the fog makes it look like that. Let me tell you, its really hard to make distant objects that do not emit or receive any light, at night with fog.






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Re: Night Terror [Codename]
Posted by Le Chief on Thu Oct 9th at 3:58am 2008




Better image of the Volcano.






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Re: Night Terror [Codename]
Posted by Trapt on Thu Oct 9th at 5:16am 2008


This map is dark as shit.

You'd be better off with a relatively low intensity light blue light_env. It'll look better overall and you won't have to rely on spot lighting so much. I know you want it to be scary but it's just a bit ridiculous atm.




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Re: Night Terror [Codename]
Posted by Le Chief on Thu Oct 9th at 7:28am 2008


Quoting Trapt
This map is dark as shit.

You'd be better off with a relatively low intensity light blue light_env. It'll look better overall and you won't have to rely on spot lighting so much. I know you want it to be scary but it's just a bit ridiculous atm.


Too dark you reakon? Hmm, alright, I'll see what I can do, however some spaces are intentionally dark.






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Re: Night Terror [Codename]
Posted by tnkqwe on Sat Oct 11th at 6:45am 2008


Quoting aaron_da_killa
Quoting Trapt
This map is dark as shit.

You'd be better off with a relatively low intensity light blue light_env. It'll look better overall and you won't have to rely on spot lighting so much. I know you want it to be scary but it's just a bit ridiculous atm.


Too dark you reakon? Hmm, alright, I'll see what I can do, however some spaces are intentionally dark.

Domt listen to him aaron_da_killa!It's nice when dark,and Trapt,what lite do you want at night and in a abandoned place like in the map?



Never think about bad things!
TNKqwe:The New Killer qwe

I am Engineer - Play Free Online Games

Citizen Arms



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Re: Night Terror [Codename]
Posted by Le Chief on Sun Oct 12th at 1:56am 2008


Quoting tnkqwe
Don't listen to him aaron_da_killa!It's nice when dark


Hehe. I must say, I think the current level of brightness is quite appropriate at the moment, I am certainly not having any trouble seeing when I am playing the map.

[ Edited by aaron_da_killa on Sun Oct 12th 2008 at 11:27am - total edits: 1]






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Re: Night Terror [Codename]
Posted by Trapt on Mon Oct 13th at 6:02am 2008


Quoting tnkqwe
Quoting aaron_da_killa
Quoting Trapt
This map is dark as shit.

You'd be better off with a relatively low intensity light blue light_env. It'll look better overall and you won't have to rely on spot lighting so much. I know you want it to be scary but it's just a bit ridiculous atm.


Too dark you reakon? Hmm, alright, I'll see what I can do, however some spaces are intentionally dark.

Domt listen to him aaron_da_killa!It's nice when dark,and Trapt,what lite do you want at night and in a abandoned place like in the map?


Are you suggesting that an industrial area is abandoned? And that an abandoned area will not have light simply because no one is there (yet there are still spot lights on lol wat). If you leave your house at night you will notice that it is not pitch black. There is light coming from the moon, and a light blue and low intensity light_environment is perfect for the night setting. Trust me, I've made a lot of night maps. If you want to have dark areas, have a dark ambient and use shadows to your advantage.





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