Hey everyone,
As I promised, I've used my time this weekend to get enough work done
on the map to get another compile in. I took plenty of shots to
share with you.
Please please PLEASE give me as
much criticism and comments as you can. I want to hear what looks like
rubbish, what needs changing, what small details I can add to make this
level really come to life. I haven't really made a detail pass yet,
but any suggestions will really help.
The first shot is an overhead view of the map. Obviously the map
is not very big, but at this point I'd rather release a small map
rather than not releasing a larger map at all.
Right now the map has a figure 8 layout (the stone building on the left
is accessible, but the red building on the right isn't, so you can only
run around it).
The next shot is in the sewer. You can see the broken great which
allows you to drop in quickly, but forces you to leave through the
pipe. I'll be adding some ammo and a few headcrabs to this area
before its done.
Notice how half the pipe is dark and the other light? I know it has to
do with how models in Source can only take one light source, but it's
annoying and I'm not sure how I'm going to fix it. I'll probably have
to do a workaround with light entities to balance out the pipe
brightnesses.
The next shot is my favorite (if I do say so myself) and its of the
sewer pipe exit and the red building I've added since the last compile.
The light glow is too bright, I will tone it down greatly next compile.
Same area different angle:
A little to the left:
The glows are gross.
A reverse shot from the same area to put it in perspective with the rest of the level:
Another reverse shot this time from the other side of the building:
Wide shot of the red building:
Right side of the red building:
I'll probably be replacing the dev textured area with a brick warehouse.
Reverse angle:
I fixed up the little shack so it doesn't look like its having sex with the cliff :razz:
Issues I'm aware of:
- I had forgotten about the displacement paint alpha bug, so for
the next compile I'll invert everything so that it'll look the way I
intended. Right now its grassy next to the paths and cliffs, and
muddy in the open areas, which is obviously the opposite of what I
wanted.</li>
- The light glows are way too bright. I'll play around with the settings until I get a much subtler glow.
- I have a big orange wall behind the red building. I need to
figure out what to do with it... but I'm leaning towards a brick
warehouse and some more cliffs.</li>
Stuff I'll work on for the next pass:
- The inside of the garage needs to be reworked. Mostly the pillars that Orpheus pointed out in the intro.
</li>
- Lighting, lighting, lighting. I'll be adding spotlights to spice up the buildings and the open areas.
- Decals. Gonna need to splash some blood, bullet holes, and burn marks here and there to make this a true zombie level.
- Props. I'll be dirtying everything up with some
prop_physics debris and general trash. Prop_ragdoll dead bodies
will also be added.
</li>
- NPC's and items. Once I finish up all the level design
stuff I'll be adding the zombies, ammo, guns, and a couple of survivors
to possibly fight alongside as long as you can keep them alive.</li>
Thanks for reading this long update!