Rp_ghuh_hotel_build_v1 by ghuh

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  • added Wed Sep 20th 2006
  • updated Wed Sep 20th 2006
  • more content for: Half-Life 2: Other...

Map Description

Well, it's a map where you select a hotel room and take furniture from he roof to put in your hotel room. Features include: 12 Hotel rooms, many peices of furniture, Cafe, Pool, Moat, Heli (by Habboi), Flamethrower (by Andrei), and a deathmatch area for fighting because the hotel area is a NO KILLING ZONE!!! P.S. This map has been delayed because STEAM is off my PC for now...

NOTE: THIS IS A BUILD/RP CLASSIFIED MAP(Sreenshots are from an example room)

Discussion

Posted by Juim on Sat Sep 30th 2006 at 3:06pm

Role playing?

By that you mean grabbing furniture from a rooftop and taking it down to a room?

I'm a bit confused with the concept.

I can understand games like Hotel Tycoon but this seems a bit lacking in endeavor and motivation.

You will also notice that most of the comments you have recieved are in reference to architecture, texturing,playability and design. This being a mappers forum is mostly what people look at. Right now you need to study these aspects of the map and work very heavily on honing your skills. What you have so far compiles, (apparently), but truth be told it's not much to look at. Keep posting screen shots as your level grows and good luck with you idea.
Posted by ghuh on Sat Sep 30th 2006 at 12:46am
[Author]

Don't you get it? This map isn't ALL for looks and architechture, it's for ROLE PLAYING, in which textures don't have to be perfect, but it adds a nice feel to the map, i'll get to work soon.
Posted by oskutin on Fri Sep 29th 2006 at 6:14pm

ok. i dont like this style ,but i really hope it is coming more bretty.
Posted by Junkyard God on Fri Sep 29th 2006 at 2:24pm

midk said:
I read the description and it's an interesting idea, kind of The Sims-y. However I think you should do some more with the rooms (well, you only showed one in the three screenshots).

It's like a box with a wall.. you should make some seperate rooms and give them doors, add some light sources, maybe a window to look outside and have some light streaming in. It looks like you just have one hugely bright light in the middle of the room and it looks bad with the white spot on the ceiling.

Just try and give it some detail and variation, it's too wide open right now. A living room connected to a hallway, connected to a bathroom, maybe a closet.. with a locked door that would be assumed to lead out to the hallway of the hotel. Also try and break up the repetitive textures (notably the floor) maybe with a few rugs or something. Maybe make a bathroom with a tile floor, for example.

Also, the bathroom looks awkward - the toilet's in the corner, okay, and the bathtub's edge is like sticking over the seat.. you definitely need space between these things.

Keep at it, try and just build on this basic room and add some interesting lighting and style to it. :smile:
I agree to most points here, a simple solution to the 'blockyness' in maps that i usualy use is to make each wall from seperate brushes, when you use seperate brushes instead of a hollow block, which it looks like you've been doing, it allows for much more creativity with much less effort (eventually).

Seperate brushes might take a wee while longer, but if you'd try to be just as creative clipping your cube, using vertex manip on it, and stuff like that, you'll have way more errors and it'll cost way more time in the end (in my opinion), the only thing you really need to be carefull is not to spring a leak in your map if you use seperate brushes.

(seperate brushes meaning each wall you make a new bush -example: 6 brushes could be a cube...)

And remember, don't be too hastey, a map takes ages to create, then another couple of millenia to test / improve ususaly, so be patient and try to be creative. (drawing out ideas is a good way to help yourself in this, simple drawings like layouts of a map.

Also like mentioned above, be very carefull on how you texture a map, textures / lights can make or break a decent map very easily.

Good luck.

~BioPulse
Posted by Crono on Thu Sep 28th 2006 at 11:14pm

I have a sneaking suspicion that English isn't his first language.
Posted by midkay on Thu Sep 28th 2006 at 10:18pm

oskutin: Even though that's already been pointed out, you could really stand to provide more of a useful post - what looks "bum" about it? How can that be remedied? Does anything stand out as bad-looking? You should provide suggestions and comments instead of just giving a sentence about how it looks.
Posted by oskutin on Thu Sep 28th 2006 at 1:49pm

looks bums home it can be more bretty.
Posted by ghuh on Sun Sep 24th 2006 at 6:19am
[Author]

I'll give you a hint(or more), it uses frames and is seen in big cities. I am what you will make in ghuh's next revolutionary map. I have a shiny exterior, and a fabricated interior. MORE HINTS TO COME :lol: GWA HA HA! NOT! :cool:
Posted by midkay on Sun Sep 24th 2006 at 5:26am

Sounds intriguing... :smile:
Posted by ghuh on Sun Sep 24th 2006 at 4:33am
[Author]

Ok, ill follow your advice as soon as i get steam back on my PC, it took me only 2 days to make that map anyway.I will do some better texturing, and make seperate rooms, i also need to get the floor done, and the bathroom aligned. I'll try to add picswhen i get steam back, k?

BTW: I'm working on another concept of map that hasn't EVER been done in HL2 history, and it will blow your minds...