dm_waterwerx_final


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Game: Half-Life 2: Deathmatch
Added Sun Feb 19th 2006

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This map has a discussion topic which can be visited here

Just a new map for me to learn about source engine and its entity structures. Alittle bit of everything will go into this, but it should be playable, and entertaining as well.


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[author]
Posted by Juim on Wed Aug 24th 2005 at 11:15am

bump. The latest progress. I have one or two more major areas to complete for connectivity and theme. About 65% done now.
0 starsPosted by Myrk- on Sun Jul 31st 2005 at 10:48am

Just realised the name, does it have anything to do with bladders or toilets etc?
0 starsPosted by im.thatoneguy on Sun Jul 31st 2005 at 6:59am

Also, don't put any major visual breaks at eye level, it creates bizzare unworldly effects with perspective.

image
0 starsPosted by DrGlass on Sat Jul 30th 2005 at 7:54pm

? quote:
floors and ceilings are a bit to one dimensional. Some contrasting in elevations and depressions would go a long way.



good point, break up the floor and ceiling with some steps and some grates that look down onto some pipes.

as for your lighting, it needs more contrast. Take out ever other ligth in the hall way so the pattern of the wall and floor break up a little and the player gets a better sensation of moving with the light and dark falling onto his gun.

You could also use more lighting colors, and types of light.

i've been told that the best way to do this is with a 3 point lighting system. one strong light (like the combine light or a spot light) one set of soft lights (florcent [sp?] or wall lights) and one bright point light (like a fire that cast orange light all over the room). This will leave good shadows withouth alot of pure black and it will also add quite a bit to your rooms.
0 starsPosted by Underdog on Sat Jul 30th 2005 at 2:36pm

I count 12 screens total. So far I can distinguish no pattern between them so I am assuming you are going for the mosaic style of map, albeit with only one author contributing.

I find that I like the attempt at sprucing up via the arched halls, but some of the LOS is rather extreme for a DM map IMO.

A hall that takes over a certain time frame to negotiate almost assures that you will die before you reach the other end. I am a bit undecided on the horsey statue though. Mosaic or not, it doesn't fit somehow.

The map seems to new to worry about lighting deficiencies at this time, but as long as plans are in the works to address them, I feel no further mention of them is warranted at this moment until you say, "What do you think of the lighting"

I think also that the floors and ceilings are a bit to one dimensional. Some contrasting in elevations and depressions would go a long way.

Good luck.

[author]
Posted by Juim on Fri Jul 29th 2005 at 9:46pm

Lighting is a major problem,

Could you be more specific about the lighting?. I kinda thought I was doing OK there, albeit unfinished. The main area still has that big ugly yellow light, but i was going to get rid of that. Any other suggestions would be greatly appreciated.

0 starsPosted by rival on Fri Jul 29th 2005 at 6:31am

it looks good. and damn the textures are so perfect on your machine.
0 starsPosted by DrGlass on Fri Jul 29th 2005 at 6:27am

Your brush work is looking much better. Lighting is a major problem, and your scale could use some work. Your making great progress.
[author]
Posted by Juim on Fri Jul 29th 2005 at 3:37am

bump
0 starsPosted by DocRock on Thu Jul 14th 2005 at 4:46pm

Maybe move the light entities a few clicks away from the light models. You'll lose alot of the brightness around the light model and give it a more real feel.
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