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 Le Chief on Sat May 3rd 2008 at 11:29pm

haymaker said:
you mean "mountain forest" instead of "jungle"?
hehe, well I was planning for the map to have a subtropical jungle theme but it I can't find enough suitable tree and plant models, I think I might have to stick to this alpine forest theme.
haymaker said:
One thing you might be falling for here is the sometimes-unavoidable "I need vis-blocking here, put a cliff in" design mechanic. You see it so much in maps especially multiplayer, it really has to be done with a lot of forethought to look natural and unique. When do you see concrete poured directly onto rock ( without footings )? Never in RL, though it seems very common in maps.
Yeah, I see this alot to, and I will do my best to try and make this map look as natural as possible because making a realistic looking environment is the real focus, not level design and flow for a multiplayer map.

And thanks for the advice! :smile:
Posted by haymaker on Sat May 3rd 2008 at 5:29pm

Nice start Aaron.
I'm puzzled by your theme description a bit, you mean "mountain forest" instead of "jungle"? Unless you plan on replacing the vegetation to subtropical rainforest items.

Also careful with that water, for multiplayer source water is a dog on performance when the action is going.

Having fun with displacements I see. One thing you might be falling for here is the sometimes-unavoidable "I need vis-blocking here, put a cliff in" design mechanic. You see it so much in maps especially multiplayer, it really has to be done with a lot of forethought to look natural and unique. When do you see concrete poured directly onto rock ( without footings )? Never in RL, though it seems very common in maps.
Posted by Le Chief on Sat May 3rd 2008 at 11:40am

Here is my first source map. The theme of the map is a small dam in some jungle in the present day. Depending on how the frame rate and compile times turn out, I plan to extend the map to make it more suitable for multiplayer, but for now, this map is mainly for gaining some experience.

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I found some nice tree models from Highlander's (aka Vaalbera or something like that :razz: ) map pack, but I plan to replace them with the tree models from episode 2 once I figure out how to get them working.

Here (excuse the messy handwriting) is the original (unexpanded) design for the map.

Anyway, please offer your opinions, again, this is my first source map and I need some guidance.

Thanks :smile:
Posted by Le Chief on Mon Apr 28th 2008 at 1:15am

Thanks ReNo :smile:

Nothing special but this is my first source work, its only about 90 minutes of work and I was mainly messing around with the physics settings and the air boat.

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Posted by ReNo on Mon Apr 28th 2008 at 1:10am
[Author]

Just bumping this so it becomes usable again - damn auto-locking threads :S
Posted by Riven on Tue Nov 20th 2007 at 3:04am

Now that the MFB round 3 competition is closed, I'd like to get some feedback on my progress. Without revealing too much, here are the general areas that the player will traverse following the events in Finger's round 2 map:
  • Combine Depot
  • Combine Core scene in the canals of City #teen
  • Continuation of the canals leading from the "Core"
  • Abandoned metal works & coal mining factory
  • Gondola leading to the Mountain Mines.
Here are some pictures of the areas under construction. Each shot should give you a general idea of the theme for each section.

[*] The Combine Depot:
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[*] The Combine Core scene (with updated core model and shader):
User posted image

[*] Abandoned Factory (in-Hammer shot, not fully compiled yet):
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The canals are still in too much of a WIP to show, and the gondola scene has yet to be built. What do you guys think (on color scheme and architecture?)

</LI>
Posted by ReNo on Tue Nov 20th 2007 at 2:28am
[Author]

Testing that my attempt to unlock this thread worked...
Posted by reaper47 on Fri Jul 13th 2007 at 7:07pm

NP, thanks for your nice reply, also. I prepared an answer but didn't get to post it (duh').

And I didn't know there's a no-screenshot rule for the MFB!
Posted by Riven on Fri Jul 13th 2007 at 6:09pm

Well, I got the "core" shader effect worked out, and I built a new model for it. Unfortunately I am not allowed to post a screenshot for it because it's part of my competition entry for the MFB round 3. But the refraction shader is super cool! It was definitely worth the effort to get it working though. Thanks again for the idea reaper!
Posted by Riven on Sat Jul 7th 2007 at 8:39am

Wow, that first screenie is so juicy and realistic! I love the suspended light, that's a cool idea.

Looks like you made it easy for the ZM to make his way around the small rooms and corridors in that second pic.

I'm glad you took the time to detail the windows by insetting them within the building, nice!

In the last pic, the variation in ceiling height is a good idea. With ceilings that high, I think it draws to player to check to make sure whether they're inside a building or not, and detailing those ceilings either by making them arches or vaulting them, the detail on ceilings is always important. Most people overlook them, but here you have achieved the detail very nicely. Not too detailed, but just enough to draw my attention away from the floor, and lead my eyes to follow the silhouette of the arches down the corridor, a very cool effect!

Nicely done!

(For a name, how about: "zm_midtown"? I think it has a nice ring to it, and fits the setting.)