Posted by Gollum on Sat Jan 17th 2004 at 11:07am
| ? posted by Tracer Bullet |
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The scale on your textures will have no affect whatsoever on the lighting. |
Actually it will have an effect: the lightmaps scale with the textures, so that if you scale up the textures the lighting will become less detailed. This is most noticeable with diagonal shadows - the jagged "stairstep" effect.
P.S. "affect" is a verb......and how's that novel coming along? ![]()
Posted by Tracer Bullet on Sat Jan 17th 2004 at 6:36am
Keep the -bounce perameter to 1, otherwise the lighting becomes way to uniform. I think just changing this perameter may help allot. however, you may have to make the individual lights brighter.
The problem with the door is that I feel that double doors like that should open in unison. you need to use a trigger_multiple to trigger both doors at the same time.
/edit/ The scale on your textures will have no affect whatsoever on the lighting.
[addsig]I really dont quite understand what you mean about the door not opening properly?? Can you maybe go into a little more detail? It opens fine for me. I appreciate the feedback. ![]()
I used -bounce 4 -smooth 180 (<is this good), -extra -chop 32 -sparse for rad. The outdoors ground and rock textures are scaled up tp like 4 I think, that is why the lighting is horrid outside. I like the lighting inside, but could be improved. I used Textured lighting as well as 6 light entities for each lightbulb in the tunnel, one in all directions. Too many crates in the tunnel. I have that many crates so in the t's rush the cts, it is bound to happen I suppose. Vents serve plenty of purpose, you can sneek up on the enemy, or hide maybe as a t waiting for ct to rescue hostages. And whats cooler than having a ventilated cave! jk. but I suspect I may take them out. Thats it for now.
Posted by SHeeP on Fri Jan 16th 2004 at 2:34pm
i kno a few peeps runnin servers that really want more custom maps , only prob is getting people to download them :/ <br> <br>edit: just played little game on lan, i come to the conclusion cameras on both sides are bad and just encourage camping
Posted by Mr.Ben on Fri Jan 16th 2004 at 8:19am
For your first CS map it looks good though one thing i'd say is it looks exactly like other CS maps. assault, siege (the bridge) and militia (the tunnel) and i see nothing that really goes POW and which seperates your map from others.
[addsig]
Posted by Tracer Bullet on Fri Jan 16th 2004 at 3:45am
This is my take on cs_deathvalley. I am not much of a CS player, so I will not attempt to evaluate game play. What fallows is likely to be a harsh, but honest, technical evaluation from a mapping and esthetic stand point. For the most part I will not waste your time with positive comments, sticking instead to what needs improvement.


These two screens nicely illustrate one of the main problems I have with this map: monstrously large empty spaces with little detail. to be fair, large areas need to be scant on detail for the sake of the engine, but that is precisely why they should be avoided. HL just is not suited to this sort of thing. You did still have a few r_s to work with though. Two major factors which could have improved this map are variation in texturing and terrain. I can?t really help with the former, but in terms of the latter, I refer you to the excellent tutorials which
http://www.snarkpit.com/editing.php?page=tutorials&id=16

I like the cactus

This tunnel area has real potential, but you have defeated it in some way. I think the problem is that you have the ?bounce setting way too high, so what should have been a dim tunnel with moody pools of light became just a blah over-lit set of brushes. I?d also make those light bulbs a tad bigger?

This door doesn?t really open properly, you should consider a trigger_multiple.

I very much like this shot, but you could have improved it with a definite sunbeam streaming through that skylight.

This last shot is just for the hell of it.
Overall I think the things you really need to work on are lighting, detail and layout. try for smaller more detailed areas unless this is completely against the style of gameplay you want to promote.
Proper lighting is absolutely key to making a good-looking map. The primary rule to keep in mind when lighting your map is contrast. For instance, making it a definite time of day so that outdoors there are sun-cast shadows can make a huge difference in your level. Likewise, indoor lighting should be varied with shadowed and brightly lit areas intermingling to give the feeling of a real place, or more importantly, conveying the mood you intend.
Good Job! you completed a decent-looking, probably fun map! You are now further in mapping than most ever get. Keep it up!
I would have playtests, but unfortanatley for me, I use a lan and with the way my dad has it setup, I cannot run a server of my own, he wont do port forwarding.. But if I came across someone that would put it on a server maybe I could, but theres really nobody out there willing to do so... I would like to. Thanks for the positive comments though.
Posted by SHeeP on Thu Jan 15th 2004 at 4:27pm
too open-plan for me bcz i hate sniping, but v nice all the same , the dust crates look a little out of place mebe? 4/5


