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 Addicted to Morphine on Wed Jan 25th 2006 at 6:08pm

I need some clarification. If I post the imageshack code for thumbnails, does it load the whole image first anyway?

If it does, I'll link to my images. If not, I'll just post thumbs.
Posted by Orpheus on Wed Jan 25th 2006 at 1:05pm

One must understand my perspective before judging me harsh.

From my point of view, Snarkpit loads inconsistently. Sometimes it quits totally and I am forced to hit refresh to remind it what it was doing. If an image completes, it loads the next time I visit a thread. Case closed. If Snarkpit fails to continue, the image is incomplete and the image reloads again. If the image is 100k and there are a s**tload of them and they are incomplete, the thread is always loading. :cry:

Now, I ask. Is there no solutions other than me crying incessantly or my avoiding threads with numerous images quietly?

I cry often. I never cry without reasons.
Posted by Captain P on Wed Jan 25th 2006 at 11:54am

Build a thumb-a-picture site or script, Orph, and we're all set. Nah, not all, but it would help... :smile:

I wonder if php functions are capable of good .jpg optimizing...
Posted by Orpheus on Wed Jan 25th 2006 at 2:04am

This thread will only work for people like me if true thumbnails are used Duncan. Loading a page, even a page full of perfectly optimized screenshots will never do.

/wet blanket.
Posted by ReNo on Tue Jan 24th 2006 at 2:20am
[Author]

Texturing looks a bit repetitive - fairly large unbroken expanses of
them in places, particularly the horizontal spans in that last shot.
Maybe if you broke it up with some vertical pillars using a different
texture, or some alcoves exposing a different texture? Even if it was
using the same texture, the additional faces pointing in different
directions would at least have different lighting to the current flat
surface, which would break it up visually.

It would also give you a bit more potential for your light fixtures; at
the moment they strike me as being a bit simple and look awkward since
they are only small objects stuck onto big flat surfaces. If you had
some smaller components to your architecture then you can incorporate
your light fixtures into them somehow (be it part of the base of a
pillar, or shining down into an alcove, or whatever) and they won't
look so out of place. Get some supplementary colours in there too, as
at the moment you seem to be sticking quite rigourously to yellow. I'd
also suggest dropping the overall light level and making the areas
around the lights themselves brighter - most of them don't appear to
have any immediate effect around the fixtures themselves, but just
contribute to the overall brightness. Maybe I'm being over optimistic
with the control HL1's lighting offers though - Source spoils you a bit
with falloff distances and the like :wink:

Another couple of comments as well. The handrail sections in the last
two shots are hugely long - maybe get some more "structurally
significant" brushwork in at uniform intervals? The wallways out there
could benefit from a trim around the edges too (in HL1, everything
benefits from a trim :biggrin: ), and that could probably be worked into the
"structurally significant" handrail portions somehow too :smile:

Anyway, I'll shut up now - all in all I think the base architecture is
nice (last shot seems very grand in particular) but could use some more
subtle elements and improved lighting.

In answer to your question about the purpose of my map - exactly on the
money. My honours project is to investigate, design and implement an AI
system for background characters to demonstrate social intelligence
(ie. not act like total retards), and I've decided to use HL2 to do so.
HL2's background character AI for non-gameplay issues is pretty much
non-existant, in that all they do is randomly choose and "act busy"
node as placed in the map by hammer and play whatever animation it
tells them to, so it's quite a nice blank slate to work from. Pity
there is all the proper game AI stuff in there to clutter things up and
confuse me no end however!
Posted by Addicted to Morphine on Tue Jan 24th 2006 at 2:05am

I like the last shot the best. It strikes me as very grand, which
I like. It's almost as if you were mapping for HL2 while trying
to keep things smooth, simple, and elegant.

The lighting seems a little random though... for example the locations of the lights on the rightmost pillar thing.

I think you might be able to add a few more light sources in that indoor picture, just to make it more interesting.
Posted by Captain P on Tue Jan 24th 2006 at 12:23am

<span style="color: white;">Looks fine to me. Except that the benches and litter bins clash with the warehouse setting of course... :razz:

Does this AI stuff has anything to do with your 'background NPC AI' ideas you were talking about a while ago? Since you pointed out most NPC behaviour was fairly simplistic in most games...

I haven't done much mapping recently either, but when a friend of mine bought his own HLDM server I couldn't resist his request to do a map. So I scrounged up some old half-finished maps and put together some style elements using a simple layout I quickly thought up on. In 5 hours I created this:

User posted image

User posted image

User posted image

I haven't finished it completely yet, the gameflow lacks a bit (though overall it's quite fun) so I still want to add a few connections and maybe another combat area, perhaps put in some more time to spice up the looks of it.
So, what do you guys think of this? :smile:
</span>
Posted by ReNo on Mon Jan 23rd 2006 at 7:56pm
[Author]

Well the area at the moment is just something to use as a test area for
the HL2 AI system and my tinkerings with it for my honours project. To
demonstrate my honours project work I'm planning on having one or two
everyday scenes (such as an office, train station, bar, warehouse,
whatever) with NPC's doing their thing. This could evolve into one of
the final scenes, possibly as a subway, possibly as a warehouse, or
maybe it will never get beyond this test area. Who knows :smile:

Glad you guys like it anyway, feels good to get back into hammer I must
say. Belgarion, just have a shot at a concept area to play around with
the theme of C17 if you don't want to commit to a full project...and
post the results here for commenting :wink:
Posted by Addicted to Morphine on Mon Jan 23rd 2006 at 7:48pm

Nice shots. The benches and the bins change the warehouse look to
something more... Someone at mapcore mentioned that the altered shots
now look like they could be part of a subway system. I could see
that, although I couldn't really see where turnstyles or ticket booths
would fit in :smile:

I like the rooms asymmetry, and I really like the warm lights you put near the floor by the shutter.

Nothing livens up a room like having NPCs strolling around -- I like that.

Do you think you'll expand this area? Or will you just work on it until it's "done"?
Posted by Belgarion on Mon Jan 23rd 2006 at 6:15pm

raawr

nice picies. maybe i should make something C17-ish. i never did. that's a nice spin on c17 though. i like.