WIP / Concept Area Screenshots by ReNo

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  • added Sun Jan 22nd 2006
  • updated Sun Jan 22nd 2006
  • more content for: Half-Life 2: Other...

Map Description

NOT a real map - just a map to link the WIP screenshots thread to. Just a workaround to make a non-map specific thread in the map forum in other words :)

Discussion

Posted by G.Ballblue on Fri Jun 9th 2006 at 5:29am

So, how does that look in-game, G.Ballblue? Looks like some nice
rockwork going on in the lower left corner, but it's really hard to
judge for obvious reasons... :wink:
User posted image

If that's the the left corner you're refering to: Kinda old,
first part I made. Whipped it up during a week of computer time
restrictions, and I didn't have the time to align the
textures. I'm hoping to get the edges to look smoother in
the future.

User posted image

User posted image
Posted by Captain P on Thu Jun 8th 2006 at 9:04pm

So, how does that look in-game, G.Ballblue? Looks like some nice rockwork going on in the lower left corner, but it's really hard to judge for obvious reasons... :wink:
Posted by G.Ballblue on Tue Jun 6th 2006 at 9:42pm

User posted image

Momma Mesa. Top down view of my current work. (Please note that
the entire grid is not shown. I have quite a bit more building
space.)
Posted by Orpheus on Sat May 20th 2006 at 3:14am

This picture kinda shows what I want to illustrate. Problem is, nothing I search for in google is a close up shot. I fear its because "endcap" isn't the correct terminology for the item I am seeking.

Anyway, just add the caps, but do not connect them like a water pipe. the connections are more jagged in real life.
Posted by nooba on Sat May 20th 2006 at 3:06am

I think I understand what you mean, something similar to this?

http://www.salvoweb.com/images/userimgs/5843/16311_2.jpg

If you could provide some pictures that would be great :smile:
Posted by Orpheus on Sat May 20th 2006 at 12:33am

nooba said:
does this look any better?
Yes, and no.

It looks better but now it looks machine made.

Clay tiles are anything but perfect. Have the tiles on the caps jut out a bit so that they look "added" not "form fitted"

Your application, although a move in the right direction, looks to perfect.

I hope that made sense. If not, I will look up some pictorial examples.

Lemme know.
Posted by nooba on Wed May 17th 2006 at 8:28am

Thanks all! :smile:
"ReNo" said:
One thing that concerns me a little is the detail sprites
though, particularly coming out of the road - I'd restrict them to the
grass personally, or maybe look into alternative ones. They come off
looking really 2D as they are really quite large yet sparse.
I have removed the grass on the road, it was something I wasn't sure about :smile:
"Juim" said:
I would suggest another texture for the rooftop in that last shot
though, or change the shape of the roof to match the clay tiles better.
"Orpheus" said:
To add to Juims observation a bit. That style of roofing only works if
you put endcaps upon the apex's. On each of the ridges, put a cap on
them. The roof will look just fine then.
does this look any better?
"Orpheus" said:
I would try, if I were you, to have the sun vainly attempting to burn
off that fog. If its possible, try to have tiny clear areas where the
sun is succeeding but overall its failing. That would be perfect.
Nice suggestion. I'm not sure if its possible though, I'll look into it :smile:
"Captain P" said:
Perhaps some smoke stacks in the background to indicate artillery
impact, or craters and smoke in the map itself, as if the fog is caused
by the bombardment?
I'll be sure to add in some of that stuff into the 3D skybox
"Captain P" said:
About the rocks, they feel too 'leveled', if you know what I mean. As
if there's several levels of play, with rock walls between them of more
or less equal length. I don't know if that happens in reality,
personally I'd be more impressed by some variation in height and some
higher rock walls.
I'll try add in some variation in the rock walls :smile:
"Captain P" said:
Also, I know those sandbag walls are standard props but they always
felt so unnatural to me. Some loose sandbags here and there perhaps?
And some sand walls to give them a more fortified look, rather than a
single sandbag wall sticking out of the ground (which looks so
unstable)? :smile:
Sure :razz:
"Crono" said:
I'm curious what type of play dynamic you're going for. For instance,
if the visibility was a bit lower, snipers would either be useless or
more effective. It seems like there's a bit of varying gameplay too,
from wide areas to cramped areas, but I don't see any real presence on
the vertical gameplay. I think any and every map, at least in DoD, has
been bettered by vertical gameplay, it's almost the staple of the game.
Rarely are you going toe to toe with people on a level playing field.
Which is something I personally like.
With the fog I wanted to get rid of snipers, but it also might help
them by hiding them, I really need to test it with other players to
find out. There really is no vertical gameplay, atm. I'll get it added
in, don't worry :smile:
"Crono" said:
I'm also curious in how you plan on filling in those voids.
Trees, shrubs, rocks, rubble, etc..
"Crono" said:
The only other thing I notice that I don't think has been mentioned is
in the 3rd screenshot. What's the logic behind that building on the
left being decimated and the one on the right being fine? If that was
done by an attack it would surely damage the other structures nearby
... at least a little! Especially considering the amount of damage that
building took. Is the screenshot misleading?
I just slapped that blown-up building in really, didn't put much thought into it, I'll fix that up
"Crono" said:
You might also want to look into burn marks in grassy areas. (Like,
grass can no longer grow because the surroundings were taken out with
fire, or something like that)
Sure thing

Again, thanks all :smile:
Posted by Crono on Wed May 17th 2006 at 2:37am

G.Ballblue, resize the image please. (You can put height and width parameters in the img tag)

nooba, bravo, man. Keep it up. While there are some obvious problems in some of the features so far, it looks really nice. The atmosphere is abundant. I'm curious what type of play dynamic you're going for. For instance, if the visibility was a bit lower, snipers would either be useless or more effective. It seems like there's a bit of varying gameplay too, from wide areas to cramped areas, but I don't see any real presence on the vertical gameplay. I think any and every map, at least in DoD, has been bettered by vertical gameplay, it's almost the staple of the game. Rarely are you going toe to toe with people on a level playing field. Which is something I personally like.

So, it'd be nice to see some stuff like that come into play. I'm also curious in how you plan on filling in those voids.

The only other thing I notice that I don't think has been mentioned is in the 3rd screenshot. What's the logic behind that building on the left being decimated and the one on the right being fine? If that was done by an attack it would surely damage the other structures nearby ... at least a little! Especially considering the amount of damage that building took. Is the screenshot misleading?

You might also want to look into burn marks in grassy areas. (Like, grass can no longer grow because the surroundings were taken out with fire, or something like that)

Keep it up.
Posted by Captain P on Tue May 16th 2006 at 11:33pm

Yeah, I like the foggy cold feeling in that shot. Perhaps some smoke stacks in the background to indicate artillery impact, or craters and smoke in the map itself, as if the fog is caused by the bombardment?

About the rocks, they feel too 'leveled', if you know what I mean. As if there's several levels of play, with rock walls between them of more or less equal length. I don't know if that happens in reality, personally I'd be more impressed by some variation in height and some higher rock walls.

Also, I know those sandbag walls are standard props but they always felt so unnatural to me. Some loose sandbags here and there perhaps? And some sand walls to give them a more fortified look, rather than a single sandbag wall sticking out of the ground (which looks so unstable)? :smile:
Posted by Orpheus on Tue May 16th 2006 at 12:05pm

I am experiencing serious side scrolling. :sad:

I also notice that DOD seems to have a much wider assortment of foliage available. Something I always felt lacking in anything built for HL2. Somehow plants alone set these map apart from anything thus far released.

The dismal atmosphere is superbly captured. I would try, if I were you, to have the sun vainly attempting to burn off that fog. If its possible, try to have tiny clear areas where the sun is succeeding but overall its failing. That would be perfect.

To add to Juims observation a bit. That style of roofing only works if you put endcaps upon the apex's. On each of the ridges, put a cap on them. The roof will look just fine then.

I dunno if its the angle, but I just don't like those sandbags much. Prolly just the angle though.

Nice work. :eek: