Courtyard by Flynn

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  • 1 rating / 3 stars

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Map Info

Map Description

This is a medium sized playing area with most of the emphasis on visual aspects. N.P.C.s will be added (it would be a waste not to) but at the moment I would like some advice on how it looks. I also used a completely new tactic for making this map: I didn't make a floor or a sky or a box and then populate it. I made what the buildings and stuff first and put them at lots of different angles etc. When I was happy with everything I added the ground and the sky. This was indeed tricky and leaded to some inefficient spaces but overall I am pleased with the result. I think of this as a little "island" map that I do before episode 2 comes out. I probably won't be doing anything after this until after episode 2 comes out.

There was a file missing in the last .zip file, but I have now replaced that with a new .zip with everything in it. Also, the entities in this map took me two months, so I hope you like it!

Discussion

Posted by Flynn on Thu Jun 21st 2007 at 9:21pm
[Author]

Okay I have made the following changes:

Now you must bust the Strider by utilising explosive barrels instead of the R.P.G.

5 Manhacks added to compliment the Strider.

I have added some secret supplies on the ledge of a building (your job to find out which one :wink: )

Added 30 second pauses inbetween the action.

Here is the .bsp:

http://upload2.net/page/download/F8Ztc451xZTJ1j9/CourtYard.bsp.html

I can't be bothered with all that WinRar nonsense, sorry.
Posted by Flynn on Wed Jun 20th 2007 at 3:55pm
[Author]

<DIV class=quote>
<DIV class=quotetitle>? quoting Riven</DIV>
<DIV class=quotetext>I'm not sure what the problem with Pakrat is, perhaps someone else here can help you on that one. However, for the cubemaps, make sure you've already entered sv_cheats 1 BEFORE entering buildcubemaps. Otherwise it won't save the cubmaps to the .bsp after their built.</DIV></DIV>

Holy crap, I had no idea I had to enable cheats to make them save in the .bsp.

<DIV class=quote>
<DIV class=quotetitle>? quoting Riven</DIV>
<DIV class=quotetext>It's ok to keep that original wind loop there on a lower volume, but adding more ambient_generics are not going to make it better. You should use the env_soundscape entities. Their perfect for this job as they don't always just loop the same sound over and over again. Here is a list of all the soundscapes in HL2 with some descriptions here. And here are some of the best tutorials on soundscapes that I have found on the net over at Interlopers. Their not hard at all to use, they just have a lot of possibilities, so the tuts are a little long... [EDIT] The Interloper's tuts show you actually how to make your own custom soundscapes, If you're interested...</DIV></DIV>

Okay I'll put it on 1 :lol:

<DIV class=quote>
<DIV class=quotetitle>? quoting Riven</DIV>
<DIV class=quotetext>To give the player an introduction shouldn't be hard at all. At least a simple fade in with some text showing the name of the map, the setting, and why you're there... No new files for that beyond the .bsp. </DIV></DIV>

Have you ever used the game_text entity? If you have, then you will know that it is very limiting, and certainly not appropiate for providing a full story leading up to a map. It only allows for a medium sentence worth of information, or 255 bytes each one. Also, it doesn't wrap text. So you have to break everything up into loads of different sentences, which is simply not practical.

<DIV class=quote>
<DIV class=quotetitle>? quoting Riven</DIV>
<DIV class=quotetext>For lighting, I don't mean add an env_sun. That's just an effect and has no function on the actual lighting of the level. However, I do ask you to tweak with the lighting in your light_environment. But don't take the env_sun out of the level, it should be a nice touch any way. check this list out over at the VDC. It shows the lighting angles and parameters used for their respected skybox textures in Half-Life 2. It's a good starting point. </DIV></DIV>

Yes, I am using a particular sky and appropiate lighting settings.

<DIV class=quote>
<DIV class=quotetitle>? quoting Riven</DIV>
<DIV class=quotetext>The strider? I simply mean that it probably should either: be allowed to enter the main playing field, or, be allowed to be just a side "effect" that the player can't destroy and have it just keep walking on it's rosy way down the street. If it's supposed to shoot at the player, then for this map, it should be able to enter the main playing field. Otherwise it feels too much like a gameplay element and not a coincidence. I was able to kill it with it not ever noticing me (or shooting at me for that matter). </DIV></DIV>

Maybe you were testing and had notarget on? I have never ever experienced this before in all my playtesting(and I have done alot). As for an "effect" that would be contradictory to the theme of the map. Edit: I have added manhacks to the fray, just incase you have any doubts;)

<DIV class=quote>
<DIV class=quotetitle>? quoting Riven</DIV>
<DIV class=quotetext>I personally would never leave the story up to the .txt file. Most people don't read 'em. The story should be self explanatory within the .bsp. Whether that be through some NPCs talking to the palyer character, or text scrolling across the screen like a message, or perhaps add your own sounds with your voice recorded telling the player what's gonna happen and who you are. There's all kinds of ways to do this, but if you wan't to make your level feel "real" then the appropriate thing would be to pay as much attention to story as you do the architecture and scenery. After all, If you wanted to, you could just describe what the buildings look like in the .txt and just have huge uninteresting blocks take their place in the actual .bsp. </DIV></DIV>

Well if they don't read a file aptly named "story" then that is their own stupid fault. I know what you mean, these hyperactive kids download things all in a frenzy and skip straight to the action. It is purely their own fault if they ignore things.

<DIV class=quote>
<DIV class=quotetitle>? quoting Riven</DIV>
<DIV class=quotetext>Please, pay the same attention to detail with your story as you did with the scene.</DIV></DIV>

I will. I have the perfect basis, and from then on it will be a breeze.

Would you mind playtesting it again?
Posted by Flynn on Tue Jun 19th 2007 at 12:25pm
[Author]

Nope, zombies don't fit the teme.
Posted by Riven on Mon Jun 18th 2007 at 6:46pm

Pauses are a good start, I also think that there needs to be some other ways of getting more health in there. Perhpas have a door open to a running zombie and after the player kills the zombie, he looks in the entrance that it came from and finds tons of health kits.
Posted by Flynn on Mon Jun 18th 2007 at 5:59pm
[Author]

Riven, what do you think about pauses for a few seconds before the action starts up again? And I could fill in a couple segments with reflective music :smile:
Posted by Riven on Mon Jun 18th 2007 at 5:24pm

I'm not sure what the problem with Pakrat is, perhaps someone else here can help you on that one. However, for the cubemaps, make sure you've already entered sv_cheats 1 BEFORE entering buildcubemaps. Otherwise it won't save the cubmaps to the .bsp after their built.

It's ok to keep that original wind loop there on a lower volume, but adding more ambient_generics are not going to make it better. You should use the env_soundscape entities. Their perfect for this job as they don't always just loop the same sound over and over again. Here is a list of all the soundscapes in HL2 with some descriptions here. And here are some of the best tutorials on soundscapes that I have found on the net over at Interlopers. Their not hard at all to use, they just have a lot of possibilities, so the tuts are a little long... [EDIT] The Interloper's tuts show you actually how to make your own custom soundscapes, If you're interested...

<DIV class=quote>
<DIV class=quotetitle>? quoting Flynn</DIV>
<DIV class=quotetext>"Ideally I would like to do it within the game, but I have read tutorials and it sounds like even more hassle with extra files, so I am not sure about what I am gonna do at this point. But a simple notepad file will be my fallback."</DIV></DIV>

To give the player an introduction shouldn't be hard at all. At least a simple fade in with some text showing the name of the map, the setting, and why you're there... No new files for that beyond the .bsp.

For lighting, I don't mean add an env_sun. That's just an effect and has no function on the actual lighting of the level. However, I do ask you to tweak with the lighting in your light_environment. But don't take the [color=#32cd32]env_sun out of the level, it should be a nice touch any way. check this list out over at the VDC. It shows the lighting angles and parameters used for their respected skybox textures in Half-Life 2. It's a good starting point. [/color]

The strider? I simply mean that it probably should either: be allowed to enter the main playing field, or, be allowed to be just a side "effect" that the player can't destroy and have it just keep walking on it's rosy way down the street. If it's supposed to shoot at the player, then for this map, it should be able to enter the main playing field. Otherwise it feels too much like a gameplay element and not a coincidence. I was able to kill it with it not ever noticing me (or shooting at me for that matter).

I personally would never leave the story up to the .txt file. Most people don't read 'em. The story should be self explanatory within the .bsp. Whether that be through some NPCs talking to the palyer character, or text scrolling across the screen like a message, or perhaps add your own sounds with your voice recorded telling the player what's gonna happen and who you are. There's all kinds of ways to do this, but if you wan't to make your level feel "real" then the appropriate thing would be to pay as much attention to story as you do the architecture and scenery. After all, If you wanted to, you could just describe what the buildings look like in the .txt and just have huge uninteresting blocks take their place in the actual .bsp.

Please, pay the same attention to detail with your story as you did with the scene.

-It's improving by the minute! Keep going!
Posted by Beetle on Mon Jun 18th 2007 at 4:07pm

Oh well. It must be something else then. You should just hit auto in PakRat , and assuming the format is correct it should do it all for you.
Posted by Flynn on Mon Jun 18th 2007 at 3:59pm
[Author]

This is the contents of the .vmt file:

"WorldVertexTransition"
{
"$basetexture" "nature/grassfloor002a"
"$basetexture2" "nature/gravelfloor003a"
"%keywords" "courtyard"
}
Posted by Beetle on Mon Jun 18th 2007 at 2:25pm

Using PakRat apparently works different ways for different people. I recently had teh same problem. Pakrat wasn't including certain textures. In the vmt file try taking out the "/" make if there is one in the path at the very front of the file like:

<DIV class=code>Code:<PRE>"lightmappedgeneric"
{
"$basetexture" "/cncr04s/gravel/cityrbbl1_revised"
"$surfaceprop" "gravel"
"$keywords" "gravel"
}
[/pre]

That / at the basetexture beginning shouldn't be there. I took it out and it fixed it, but I've also heard some people can include the texture with it still there. Lemme know if I'm not being clear.

Should be:

<DIV class=code>Code:<PRE>"lightmappedgeneric"
{
"$basetexture" "cncr04s/gravel/cityrbbl1_revised"
"$surfaceprop" "gravel"
"$keywords" "gravel"
}
[/pre]
Oh, and a good way to test it is to temporarily change the name of whatever materials folder has the texture so it is as if you don't have the texture, and then try to play the map. Make sure to change the name back though.
Posted by Flynn on Mon Jun 18th 2007 at 11:39am
[Author]

Thank you "Beetle" and "Riven".

<DIV class=quote>
<DIV class=quotetitle>? quoting Riven</DIV>
<DIV class=quotetext>I have Half-Life 2 and it shows up as a missing texture as well; might want to re-check your pack again.</DIV></DIV>

I open the "PakRat" program, I then select "Courtyard.bsp" which has a file named "Courtyard.vmt" in it (the texture file) and it has a box with a tick by it. This should mean it has worked, no?

<DIV class=quote>
<DIV class=quotetitle>? quoting Riven</DIV>
<DIV class=quotetext>The npc's work fine, except maybe the strider, who can't interact with the player all that well because it's trapped behind a wall, and the player can play in the rest of the map without it noticing him. </DIV></DIV>

I dunno what you mean here, it is not supposed to come into the main playing area.

<DIV class=quote>
<DIV class=quotetitle>? quoting Riven</DIV>
<DIV class=quotetext>

The area looks fine, but you still need to buildcubemaps in console. I don't care if it's just for a test release, all released maps should have 'em built.

</DIV></DIV>

I did build the cubemaps, so dunno what is wrong here.

<DIV class=quote>
<DIV class=quotetitle>? quoting Riven</DIV>
<DIV class=quotetext>

I think the map needs an introduction. How did the player character get there? Did he wake up in an alleyway with an HEV suit on?

</DIV></DIV>

Yes I am gonna introduce this in a text file in the WinRar file. Ideally I would like to do it within the game, but I have read tutorials and it sounds like even more hassle with extra files, so I am not sure about what I am gonna do at this point. But a simple notepad file will be my fallback.

<DIV class=quote>
<DIV class=quotetitle>? quoting Riven</DIV>
<DIV class=quotetext>

The area looks almost believable and the architecture is nice, but I'm unsure of what exactly this place is. For example: there are tons of explosive barrels, yet, it looks like there are enough storefronts, and apartment building fronts leading around a central square, like a park. A park with explosive barrels? I've never heard of that, and there doesn't seem to be any indirect reason to have them there except for gameplay reason, which shouldn't be the case.

</DIV></DIV>

Yes, this is gonna be covered when I finish the map in a text file. Basically, the Combine have closed off this abandoned area of the town to exterminate Gordon without too much fuss (and ppl knowing) but Barney went through there before and got wind of it so he hid some ammo and healthkits there and he is gonna rescue you at the end.

<DIV class=quote>
<DIV class=quotetitle>? quoting Riven</DIV>
<DIV class=quotetext>

I think you should also change the soundscape. It's too repetitive and doesn't sound like anything. I'm supposing it's supposed to sound like distant wind, but just sounds like my grandmother breaking wind.

</DIV></DIV>

I'll try to find another ambient to add to that one, and turn the volume down on it. I still like it as a backing noise though :smile:

<DIV class=quote>
<DIV class=quotetitle>? quoting Riven</DIV>
<DIV class=quotetext>The lighting seems rather dull, except for maybe the blue lighting from the combine spotlights on the distant buildings, but I couldn't tell ya what time of day it was. Just very generic.</DIV></DIV>

I tried to get an env_sun in there but I dunno how it works. I have put one in the skybox and the actual map, neither one works. Also, the sky name is "sky_day02_10" so I did try and change it to something interesting.

<DIV class=quote>
<DIV class=quotetitle>? quoting Riven</DIV>
<DIV class=quotetext>

There is plenty of debris to make the place feel abandoned, and it seems properly placed. The decals are a nice addition and help to break up the redundancy. Although, some of the Combine decals and poster decals seem to be too close to the ground to be logical.

</DIV></DIV>

I'll move some of these up, then.

<DIV class=quote>
<DIV class=quotetitle>? quoting Riven</DIV>
<DIV class=quotetext>

The gameplay by itself though is very, very hard. Even with an rpg clip of 9, and rockets strewn about the map, it just seems very unlikely that it's fair to the player to have to endure all those enemies one after the other without a break.

</DIV></DIV>

Well it has to be convincing considering the story :cool: That is a cop-out, I know :razz: I may consider removing a few Combine soldiers at the chopper scene.

<DIV class=quote>
<DIV class=quotetitle>? quote:</DIV>
<DIV class=quotetext>

Overall I like how this map is progressing, and you're right, the npc's are a nice and needed addition, otherwise the map feels dead. I think adding an appropriate city soudscape will help that even more, as well as some interesting lighting. It needs a good story to belong to. Give it a reason to exist! Good job, keep it up!

</DIV></DIV>

Yup, all these things have been considered. The story has already been mapped out; and I will change the ambient sound as well and then try to get an env_sun working :biggrin:

Edit:

I have added an env_sun entity successfully.

I have added two more ambient_generic sounds using the "city_beacon_loop1" sound and the "city_rumble_loop1" sound. I have also changed the wind sound's volume from 5 to 3.

I have moved a few Combine posters up into more viewable positions.