Posted by Captain P on Tue Nov 9th 2004 at 10:02pm
Exactly my words, TB.
I would add that I still think most area's are too blocky and flat. But lighting indeed has greatly improved.
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Posted by Tracer Bullet on Tue Nov 9th 2004 at 9:34pm
lighting = 
I can't say I like your texture choice for the ceiling of the church type area, or the structural detail really, but it is an improvement.
[addsig]New Screenshots are up
compare/Contrast with old ones!

Added light/changed tex

A little better lighting/a little more detail/different tex

A new door I am working with

Aligned the tex on the bricks/changed tex

Darker/different colors/more detail
Hopefully by Friday I should have the newer/better beta of the map. There are lots of better changes from the old one....refer to the previous post ![]()
Hey guys...
My map is now marked 85%...I had added some dramatic changes to my map based on all of your critiques/screenshots. Thus far I have:
Made the walls wider
Made the game a mod
re-textured the dungeon and church areas
fixed the crash error upon entering the church
removed a lot of the dynamic lights, making them normal
made more dynamic mm's in the church and dungeon area
Added warnings for all traps (so you won't die so unexpectadly)
Removed unlit edges so they can't be seen
Fixed the lighting gfx errors on the pillars in the church
Made the lighting less flat in the church and dungeon
Made it more realistic in the pillar so that if you see light in there, you know why
Aligned the brick texture on the staircase
I will change the ending so that the only out isn't death, to make the game more fun
I am also looking up reference pictures, to make my dungeon more convincing
So...that is most of my chages thus far but I now have some bugs to work out...like...I can't figure out why my func_illusionary's are fullbright even with rad compile...Why would they do that? They are just normal fun_illusionarys with rendermode: texture fx: 255 ......it is a vine tex included in the hl.wad so it isn't some weird custom tex, either.
Also....I posted a new map editing question in the forums....how do I add an autosave function in my SP mod?
I will post updated screenshots tommorrow.....I am trying to make this map re-playable...so it will be worth going through again, even if you already have done so already! IT should be different enough to see if it is any better...plus...it is a mod, so you don't have to worry about replacing the crowbars/satchels/sounds, either! ![]()
Posted by Tracer Bullet on Fri Nov 5th 2004 at 9:29pm
| ? quoting Dark Tree |
|
What is an env_shooter? I never used an entity by the name of that...I don't think...but I DID know that HL crashed occasionnaly at the same spot as you did...though I don't know why |
I was assuming you were using a shooter because of the large number of concrete gibs that get spawned when the walls break. My experience has been that lots of gibs produces crashes, hence my assumption that this was the problem. I bet if you get rid of the or "gib model" or whatever key it is in the func_breakable the crashes will stop. If there is a way to specify the number of gibs, keep it low. I don't use breakables much as you can tell.
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Posted by Captain P on Fri Nov 5th 2004 at 9:17pm
All a mod folder needs is, obviously, a folder, and a liblist.gam file within. Sure, you would also place a maps and models folder within this mod folder, and more stuff, but the liblist.gam is the most important one.
I'd advise you to take a look at how the valve and/or cstrike folders are organized, and how they filled in their liblist.gam. It's not really hard to find out.
An env_shooter shoots models or sprites, depending on how you set it. At the VERC there's a good entity list wich covers all of the HL entities. Go and take a look whenever you want to know something about a specific entity. Most of them come with example maps too.
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Where can I get a template MOD folder? I realize you prolly made it on your own...but how do you get it....is there a thread somewhere I can read about making this my own mod?
Edit:
What is an env_shooter? I never used an entity by the name of that...I don't think...but I DID know that HL crashed occasionnaly at the same spot as you did...though I don't know why
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Posted by Captain P on Fri Nov 5th 2004 at 8:09am
Guess what... I just took a template mod folder and threw all the stuff in there...
But you're right, TB, a mod folder is always handy when you're using other models and generally just a lot of extra resources.
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Posted by Tracer Bullet on Fri Nov 5th 2004 at 5:32am
Well, now that I?ve managed to extract my foot from my mouth?

This shot is pretty representative of the general texturing/architecture/lighting level of this map. Suffice it to say it isn?t very high.

This is a nice touch as far as it goes. It explains where you came from, which is something that is often overlooked.

I don?t appreciate being trapped. If you are going to setup things like this, just kill the player. Also, these halls are WAY too narrow. they are simply irritating to navigate.

Um.. Yeah. I?m inside a cramped little cylinder with no lights in it, yet there is light?

This is the best constructed are I found, but you should note that you have too many env_shooters here. My HL crashed twice when walls collapsed.

Flat lighting, simple architecture, lighting errors on the pillars, and boring texturing all let this are down.

The stained glass window is a very nice touch.



Your little death messages are kind of amusing, but it does get kind of old to die with no warning.

It?s best not to expose unlighted edges.

The sword is kind cool, but it would be cooler if it didn?t entirely replace the crowbar. Now I?m going to have to delete this model to get the crowbar back. Ditto for the bible/satchels.
It?s an interesting concept. I think it would be very cool to see a good first-person dungeon crawl in HL, but I?m sorry to say I can?t think of much else positive to say. You obviously have some significant technical mastery of HL since you were able to put together some relatively complex entity setups, but the visual execution was, to put it nicely, somewhat less than desirable. Texture misalignments are rampant, the architecture is rudimentary, and the lighting gives me seizures. In far as game play goes, I can?t say much there that is good ther either. It is far too easy to get stuck, traps that kill with no warning are irritating and everywhere, and corridors are so cramped as to make navigation difficult. If there is a redeeming factor to this whole effort it is the weapon replacements, but as I mentioned, even those are a source of irritation because they replace existing items. I think if you want to do something like that you really need your own mod folder.
I say take this idea and run with it. This could be allot of fun if you were to spend about 500 times more effort on it next time.
[addsig]My problem was....I downloaded a map called 'Winter Maze'. It was a holiday-seasoned maze map. It was small and too easy to beat....no monsters...easy maze. So I decided to make a maze of my own....I originally was only going to spend ONE night one it...just for fun to whip up a big maze (hence the rectangular dungeons). As I spent 1 day...then 2...then 3....I realized I wanted to spent a little more time on it...so as I went on the map got more into detail....but seeing as it was only supposed to be a one day project to begin w/, I didn't feel the need to go back and fix what I already did. And now...well....time to get to work, lol.
ps: Thank you very much, Cap'n for your map sugg's
Edit:
Are there any pieces of the map that are good?
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