Tangent by daedle

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Map Description

This level was created as coursework for my Games Engines & Physics module at Staffordshire University as part of my Computer Games Design degree. The brief was to create a level in the source engine (we had created a level in the Unreal engine in the first semester) based around Staffordshire University, beaconside campus.

The level is set several months before the events of Half-Life 2 and the player is briefed via Text messages recieved on their phone from various sources.

"From: Student Union
26/03/09 20:15
The combine have been oppressing the students at this university
for several years now. The vast majority of students couldn't be
bothered to get out of bed to fight the overlords, but now they
have reason. The oppresors have denied the sale of alcohol on
the university premises. The time to fight has come.

Fight your way to the Lounge and Legends bars and turn on all
beer taps."

Note that this level is not 100% complete for public release. While it is completely playable from start to finish, it would be confusing for anyone who doesn't know the Staffordshire campus. A slightly updated version with signs and various bug fixes should be released in a week or so.

And note, this is my first map finished in many, many years.

Discussion

Posted by ReNo on Wed Apr 5th 2006 at 3:10pm

Well that's just typical :biggrin: I posted a comment just before you posted this thread! I'll post it again here for the sake of clarity...

A bit heavy on the point spotlight usage for my liking - in the first shot they don't work with the type of light fixture, and while their use in the latter shots isn't too bad they are too obvious and large and come off looking intrusive and unbelievable. It is a nice entity, but shouldn't be used half as often as most people seem to think :smile:

You've got some fairly nice architecture in places, particularly the last two shots of the bar/club area, but I feel your lighting isn't helping you show any of it in the best light (awful pun). The exterior lighting in particular is weak - it doesn't seem to suit the skylight and the shadows are far too strong. The upper halfs of the buildings seem almost pitch black. Give a little bit of ambient light to the exterior regions to soften the contrast in the shadows a bit. It wouldn't hurt to get some light fixtures in areas like that too - introducing other lighting colours (though subtly of course, no bright greens or anything!) and pools of light and dark would help immensely.

How is your course by the way? I'm doing games TECH at Abertay, but I must admit I'm very curious about games design courses. They probably would have been better suited to me than this all this tech stuff :smile: