October


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Game: Half-Life 2: Deathmatch
Added Fri Dec 16th 2005

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HEY! so its been about a year sinse I have really shown any of my work or done anything. Well thats because mods like to act like game dev companies which i believe is bullls**t. So i left them! And took my work with me. hahaha. This map is pretty small not sure if want to release it as a DM map or what i am going to do with it. Also there is another map I have to show but unfortunatly I deleted all the pictures so I will have to take more some other time. Anyways heres October.


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Discussion
0 starsPosted by Ferret on Sat Dec 17th 2005 at 8:30am

reno is right. A subtle light difference will do wonders. Not enough to be seen without LOOKING for it. But might "fake" color bounces, like the grass is bouncing green light against some stones. You'd have to play with it obviously but it could liven it up. Once you get some leaves in there, you'll reallly get some color variation that will liven the place up while maintaining your October atmosphere.
0 starsPosted by ReNo on Fri Dec 16th 2005 at 7:49pm

You could try some non-sourced lights for atmosphere purposes. Outdoor maps like this with no man-made structures often rely too much on the single light_environment, but if you shove some point lights, around the water to give the flooded areas a slightly coloured glow or something for example, it could spice things up a bit.
0 starsPosted by reaper47 on Fri Dec 16th 2005 at 7:45pm

The water and trees are arranged nicely. Personally I don't see much I'd change here, except for adding texture blends on the grassy displacemnts. Maybe use a blend to rock or earthy textures under the rocks and the steep parts of the hills.

The map just screams for some points of interest that stand out from the background more. Maybe some bits of architecture and spotlights that create some contrast to the uniform sky color. Like I said I really like how the map is arranged currently but it needs something more than than the plain hills and water. It feels like it only relies on pretty water effects and prop models but it doesn't! Everything is placed thoughtfully but currently there isn't much to explore.

PS: please make the screenshots 800x600, it's easier to view.
0 starsPosted by satchmo on Fri Dec 16th 2005 at 7:45pm

I think the water shouldn't be so still. Some rolling texture would be nice to spice the water up, especially near the rocks and the log.

I think light_environment is too dim. It should be brighter, but the color of the light is perfect.

And yes, careful application of some overlays is absolutely key.

[author]
Posted by Crackerjack on Fri Dec 16th 2005 at 6:49pm

The rocks are props guys.... can really do anything about them. But again this is a WIP... gameplay on this map is done I will post an overhead later. Its a king of the hill map.
0 starsPosted by Addicted to Morphine on Fri Dec 16th 2005 at 2:44pm

The log in the stream is one of the driftwood props (from what I can tell), so I don't think Crackerjack can add branches to it.

I actually don't think adding snow is necessary... as long as he does something to dull or break up the really green grass (which, like you said, is an overly striking contrast).

I agree with what ReNo said earlier about the rolling hills being quite steep for not having any rocky ridges, and it's a shame you can't 3-way blend textures.
0 starsPosted by Underdog on Fri Dec 16th 2005 at 1:33pm

? quoting Crono
The ground is so clean. You need leafs.

Pages from a book? Now thats a novel idea. <img src=" SRC="images/smiles/icon_lol.gif">

About the pictures. Someday I am going to bop everyone in the nose for posting such needlessly oversized screens. But for now, I suggest a more wintry theme. You have naked trees, of which the leaves should be present someplace. The contrasting color between the green grass and the obviously bare trees is to striking to overlook.

The tranquil water would also benefit from a colder style of atmosphere as well.

The rock textures I do not really like much but could benefit from a bit of snow capping too.

The log? If thats what it is in the stream needs a bit of branches. Damned few logs are so straight.

A ray of sunshine focused on a key location would be good as well.

Winter days tend to be clear but placing some close ground fog to show a temperature inversion some place would add spice too.

Lose the planks. They don't fit.

Now, fix those damnable screens to a more beneficial size please.

0 starsPosted by Captain P on Fri Dec 16th 2005 at 8:44am

At first glance, it's almost a photograph. At second glance, not only leafs are missing but bushes and other low green stuff as well. A snowy mountain in the distance wouldn't be a bad thing, too.

Also, what are your further plans with this? Some woodcutters camp around or such, or a waterfall? There's plenty of room for more landmarkable area's here. Keep it up. <img src=" SRC="images/smiles/icon_smile.gif">
0 starsPosted by fishy on Fri Dec 16th 2005 at 8:08am

rotate your tree models, so that it's not so obviuos that lots of them are clones of each other. in the last pic, top right, you can see that the outlines of at least three of the trees are identical.
0 starsPosted by ReNo on Fri Dec 16th 2005 at 5:17am

I seem to recall de_inferno from CS Source having some leaf filled fountains or something, but I've only checked it out once a fair while back and can't remember how it was done. May even have been part of a single model. Worth checking out though man. What stands out to me most of all is the steep embankments covered in grass, which looks rather unnatural. Real shame you can't do more than 2 way blends in source, would be neat if you could go between 3 or something in a single material. As it stands it takes some careful planning of how you build your displacements to get nice blends between more than 2 textures.

I'm a bit concerned that there isn't much in the way of landmarks in the map, at least judging by the screenshots. Flooded paths with steep grassy embankments seems to define the setting, but from what I can see those 3 first shots could all be of the same area or of entirely seperate ones. Things like the more remarkable rock shapes and tree jutting into the gameplay area go some way to providing landmarks for gameplay purposes, but perhaps not quite far enough. If you shove up or fire me a link I'll be able to take a look tomorrow and be able to give a better prognosis <img src=" SRC="images/smiles/icon_wink.gif">

Good to see you back working again though mate!
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