WIP / Concept Area Screenshots by ReNo

Map Rating

  • 0
  • unrated

Map Download

Map Info

  • 0 ratings
  • 17285 views
  • 0 downloads
  • 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 Addicted to Morphine on Mon Feb 27th 2006 at 1:30pm

Looks good. Although the building on the left on the second shot
looks too tall compared to how wide it is. If you were to just
widen the bigger part of the house by 1 window width I think it would
look much more realistic.
Posted by Agent Smith on Mon Feb 27th 2006 at 12:38pm

I've been meaning to get these shots up for a week or so, and have
finally found the time. It's a small dod source map I've been working
on for a month now on and off, and is about 30-40% complete (I probably
should get it up in my profile).

It's set in a small crossroads village/farm area on D-Day morning, with
5-6 buildings, a bridge and stream, fields and hedgerow. The layout is
more of a triangle shape, with the aim of reducing the amount of path
based play by placing the capture points across a wider area in the
middle. Hopefully encouraging more teamplay.

It stills needs optimizing, I got a bit carried away at one point, this
is a cut back version. I haven't much time to work on it at the moment,
what with working, commuting 4 hrs a day, and my single player project.
Hopefully I'll find some free time soon to add more. Enjoy.

(Oh, and the water currently in use isn't the final one, I'm still
trying to find one, though I'm leaning towards a nice clear look)

User posted image

User posted image

User posted image

User posted image

User posted image
Posted by Naklajat on Fri Feb 24th 2006 at 8:59am

:biggrin:

User posted image
User posted image

This is a little room I did to prove to myself that my displacements don't always have to look like crap, and to figure out what I'm going to do with the ground on de_vestige. Also, in the process of looking at VMT properties I found out about detail.vbsp. The ground is made of three different custom materials using preexisting textures, and two custom detail.vbsp thingies.
Posted by Addicted to Morphine on Mon Feb 13th 2006 at 6:04pm

Edit: I
realized I should probably just make my own map thread for this map
instead of just flooding this WIP thread. Sorry guys.
Posted by Addicted to Morphine on Fri Feb 10th 2006 at 5:27am

Thanks for the feedback. I haven't done anything with lighting
yet (just threw in 3 regular light entities to give it enough light for
a screenshot) and hopefully I can make the lighting interesting enough
to make up for the flat walls (the other side of the room is really
naked right now, I may have to add some subtle pillarwork to it).
It definitely won't be that bright in the end, because this is a zombie
arena after all :smile:

Edit:
Here's an updated shot of the area. Did some ceiling work.
I still need to add lighting (just a single light entity in there now).

User posted image
Posted by ReNo on Fri Feb 10th 2006 at 2:47am
[Author]

Looks quite nice, but as you say the ceiling needs work. Lighting could be better too, as it is currently pretty universal in brightness. I'm sure an area like that (ie. with doors) would have some sort of light fixture/(s) nearby.

CJ: Ewww texture repetition. I know this is HL1 and there is gonna be obvious repetition in such a large scale cliff, but I think you could afford to lose some sharpness in return for scaling it up a bit more. I also think you should sacrifice the grand scale in order to reduce the size of the massively flat expanse and texture repetition, as even with some additional detail I can see it being tough to make such a huge cliff face interesting to look at. Cool looking scenario though, looking forward to seeing more.
Posted by Addicted to Morphine on Fri Feb 10th 2006 at 1:22am

Apparently I'm taking my zombie arena in a different direction, and here's whats on the other side of that wall.

User posted image

I need to work on the ceiling (I'm thinking of doing something like the ceiling in the garage of cs_office).

Any other comments? Too blocky/simplistic?
Posted by Orpheus on Wed Feb 8th 2006 at 11:38pm

<DIV class=quote>
<DIV class=quotetitle>? quoting Addicted to Morphine</DIV>
<DIV class=quotetext>Yeah, crete textures are pretty terrible aren't they?</DIV></DIV>

Crete textures look great unless you:

1) use the wrong crete texture that poorly gives you what you wanted.
2) expect crete to look like something other than crete.

I have always gotten excellent results using crete. Assuming my area is concrete in origin. :biggrin:
Posted by Addicted to Morphine on Wed Feb 8th 2006 at 11:26pm

Yeah, crete textures are pretty terrible aren't they?

I spent a decent amount of time trying to find different textures that
would work, and this is what I came up with. Any thoughts?

User posted imageUser posted image

Please excuse the lack of lighting.
Posted by Belgarion on Wed Feb 8th 2006 at 7:05am

i'm going to start looking into this SP mapping thing too, once i can get my computer to start up properly again. in safe mode atm. :cry: