Posted by fizscy46 on Mon Aug 23rd 2004 at 9:08am
The prefab (I removed the garbage can, I didn't mean to put in the cleaning cart) is there for the shotgun really, cause it's the only idea I had for a way for the player to get it (They enter the room witth a crowbar. Not very useful for a battle against 8 grunts)
The hanging lights have gotten lots of praise for the way they bring out the 3 dimentionality of the scene, but I'll skinny up the wires.
Also, the grunts are quiet good at running up the stairs.
Other then that, I'll use all the tips Very nice, very nice indeed... For tommorrow, I'm tired right now.
As for the Hammer screenshot, that scaled up floor, as well as all the other floors, aren't done. [addsig]
The prefab (I removed the garbage can, I didn't mean to put in the cleaning cart) is there for the shotgun really, cause it's the only idea I had for a way for the player to get it (They enter the room witth a crowbar. Not very useful for a battle against 8 grunts)
The hanging lights have gotten lots of praise for the way they bring out the 3 dimentionality of the scene, but I'll skinny up the wires.
Also, the grunts are quiet good at running up the stairs.
Other then that, I'll use all the tips Very nice, very nice indeed... For tommorrow, I'm tired right now.
As for the Hammer screenshot, that scaled up floor, as well as all the other floors, aren't done. [addsig]
Posted by Campaignjunkie on Mon Aug 23rd 2004 at 8:01am
Did some critiquing of my own, inspired by the great Gwil. Covered the whole screen in text. Whoops. "Bulky" comment refers to those ~8 unit "wires" holding up the lights. Kind of detracts from the area. Recommend you remove them and then move the lights higher up. Lots of light fixtures in Half-Life were floating in mid-air, and most people didn't seem to notice (especially me!)
Adding more cover and getting better flow between the floors will also probably solve the grenade problem, since the grunts will have somewhere to run to.
EDIT: Oooh, and scale down that floor texture in the Hammer screenshot, and consider using a different floor texture altogether as well.
I hope it's self-explanatory enough. Also hope it helps. Weee.
White = architectural/texturing
Blue = lighting
Green = gameplay

[addsig]
Posted by fizscy46 on Mon Aug 23rd 2004 at 7:29am
You could make a details tutorial with a bunch of pain doctored level photos.
Surprisingly enough, that hall only had one leak, and it was because the roof was misaligned. [addsig]
You could make a details tutorial with a bunch of pain doctored level photos.
Surprisingly enough, that hall only had one leak, and it was because the roof was misaligned. [addsig]
Posted by Ferret on Mon Aug 23rd 2004 at 7:23am
lol thats how I critiqued crackerjack. I did some photoshopping to show him how to do some lights and then he went and did it and it looked swell. On his NS map that is.
Posted by fizscy46 on Mon Aug 23rd 2004 at 7:16am
+volumetric light for added effect.
Going to compile it overnight and post updated screenies [addsig]
+volumetric light for added effect.
Going to compile it overnight and post updated screenies [addsig]
Posted by Tracer Bullet on Mon Aug 23rd 2004 at 7:07am
I like that last screen. It would look really cool if you were to place some light_spots pointing up from that ledge at inetervals. [addsig]
Posted by fizscy46 on Mon Aug 23rd 2004 at 5:54am
Personally I think we need more people that critique on maps that way. Extremely helpful if you paint a picture with msPaint (skillz yo).
Edit: I like this hallway I made.
you can't see it in this pic, but the orange on the walls is seperate from the grey with a ledge at the top of the orange [addsig]
Personally I think we need more people that critique on maps that way. Extremely helpful if you paint a picture with msPaint (skillz yo).
Edit: I like this hallway I made.
you can't see it in this pic, but the orange on the walls is seperate from the grey with a ledge at the top of the orange [addsig]
Posted by Gwil on Mon Aug 23rd 2004 at 12:34am

here is a super duper annotated picture, ill do it to the rest when im not so tired.. lets see
basically, it doesnt look very interesting - it looks ok, but fairly plain, and a little odd in places (no doorframe, bottom right corner). if you wanna spice it up, try adding vents in the ceiling area above those lights.
give them support bars/hazard lights to enhance the detail further.. essentially vents, or vertical wall struts, for example, are large brushes (ie low r_speeds) made their best with colour, or innovative detailing.
also, you need a guard rail on that 2nd floor door, and possibly the stairs - and puit some supports under the platform, it just doesnt look right jutting out of the wall with nothing to hold it up.
finally, i personally would put the lights slightly higher, and definately change the texture for them.. the low res circular lattice thingy you have now has always been ugly :/
apart from that, it looks good. just build on what you have, and bring the map to life with realism and ambience
[addsig]
Posted by fizscy46 on Sat Aug 21st 2004 at 5:50am
I'll probably also need it for when HL2 comes out [addsig]
I'll probably also need it for when HL2 comes out [addsig]
Posted by Biological Component on Sat Aug 21st 2004 at 5:34am
Buying a 512MB stick of RAM just to compile Half-Life maps faster... that's devotion. [addsig]

