Re: Night Terror [Codename]
Posted by Trapt on Tue Oct 14th at 5:29am 2008
You're still relying too much on point and spot lighting. Increase your light_env brightness.
Your use of plan white lights is concerning as it does not look particularly interesting. Try warm colours like yellow/orange or cold colours like green/blue. Play some HL2 and you'll see what I'm saying.
Also I made a couple night maps for Dystopia mod before I left the team.

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Re: Night Terror [Codename]
Posted by haymaker on Tue Oct 14th at 6:43am 2008
Wow how did I miss this thread, this looks stellar Aaron, really makes me want to play it. Is this ep2 engine? Really like the looming volcano shot, it's "dripping" with atmosphere ( sorry :P).
Seeing as you have a cloudy/rainy/moonless sky, I don't think the light levels are all that out of whack. Plenty of times I've walked home and couldn't see my hand in front of my face. Though myself I have to say I prefer game maps that do not rely on darkness as a gameplay mechanic.
I don't know how much activity this place is supposed to be seeing with all the lights on, but sometimes I've driven by big installations at night with cloud cover and there will be enough ambient diffusion from the ground to reflect off the clouds a bit.

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Re: Night Terror [Codename]
Posted by tnkqwe on Sat Oct 18th at 5:20pm 2008
I can see the fast progres.The new erea is awesome!
Just a guestion:is thap one,or are they more then one?

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Re: Night Terror [Codename]
Posted by RedWood on Mon Oct 20th at 4:02am 2008
Whats with the midget zombie?

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Re: Night Terror [Codename]
Posted by Riven on Mon Oct 20th at 6:01am 2008
I think it's an unintentional optical illusion. The floor dips down right before you see that zombie, and because it is farther away, and the textures seem to line up perfectly, it looks smaller, but in reality it's farther away from the camera on a lower plane.

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Re: Night Terror [Codename]
Posted by haymaker on Wed Nov 5th at 1:30am 2008
It's been so long since I've fired up HL2 I almost forgot it was single player. Took a few minutes to get used to the different pace and movement, and started to enjoy what you've done so far, which is very cool in a lot of ways.
I will reiterate my comment about it "dripping" with atmosphere, I didn't have a problem believing i was there, or at least that it was an HL2 adventure. You've packed every corner with some detail or another, got me exploring here and there looking for stuff. Zombies are stupid yet fun to throw junk at, good idea starting out like that. I liked the confined spaces, though I may have changed my mind on "hard" ( the flashlight fights turned out to be hard on the performance but I am unsure if I was running a tweak cfg or not ).
My fav part is the stream and the light shining on it, bravo there. I don't think I've seen many source maps with such convincing water effects. Are we going to the other side of that fence later? Seems like it to me. Now that I think of it I didn't try to prop-jump the fence, Idk if you clipped that or not.
Just a couple other points, I don't get the flourescents at 45 deg in the arch under the train, detracted from realism to me...the white radiator farther on, that and the sawblade are the most lethal props, I was disappointed I could't have it... I am unsure about the corridors at the end, I was waiting for an open-area plan like a warehouse or something.
Great work so far, at roughly an hour per MB compile too.

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Re: Night Terror [Codename]
Posted by RedWood on Fri Nov 21st at 3:33am 2008
I download and played your map the day after you posted it. I was going to post some comments but i'v been lazy or tired lately. (not working)
There are a lot of nice things i could say but im to lazy. (it seams to be your usual good work.)
On the down side:
I killed most every zombie before they were activated. I saw all of them. No surprises.
I had plenty of space to move. Witch is normally good, but the zombies are slow and have almost no range on their attacks. Dodging or running was extremely easy, I was never in any danger.
Most of the spaces you have seam like they would be best suited for a mix of zombies and combine and or ant lions.
Sorry if that's not what you wanted to hear.

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Re: Night Terror [Codename]
Posted by Le Chief on Fri Nov 21st at 4:08am 2008
Thanks RedWood, please don't apologize. I'm interested in anything that anybody has to say about the map, and constructive comments are more useful than complements and such.
As I mentioned somewhere earlier, its always going to be somewhat of a challenge to build fun, challenging and interesting encounters with melee monsters such as the array of Zombie and Headcrab species. I don't have any plans to have any live Combine npcs in the map, however later in the map there is an Antlion section aswell as a boss battle that I'm currently working on which will hopefully be pretty fun.
I'm also going to come back and rethink the monster placements that you can seen in the pre-alpha version.

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Re: Night Terror [Codename]
Posted by tnkqwe on Sun Dec 21st at 11:16am 2008
Since thre are no surprises,put some water with zombies coming out it.Or maybe radioctive waters like in the end of "Route canal".Don't forget that the head crabs are attacking form the nothing.

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