My 2 FireArms maps

My 2 FireArms maps

Re: My 2 FireArms maps Posted by Atrocity on Mon Sep 1st 2003 at 8:33pm
Atrocity
221 posts
Posted 2003-09-01 8:33pm
Atrocity
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221 posts 152 snarkmarks Registered: Sep 1st 2003 Occupation: Level Designer/Student Location: Toronto Ohio
my 2 firearms maps are in my profile, check em out if you want, leave some feedback?
Re: My 2 FireArms maps Posted by wacokid on Tue Sep 2nd 2003 at 10:07am
wacokid
53 posts
Posted 2003-09-02 10:07am
wacokid
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53 posts 5 snarkmarks Registered: Jun 28th 2003
rotate that truck about 45 degrees. :smile: :popcorn:
Re: My 2 FireArms maps Posted by Finger on Tue Sep 2nd 2003 at 1:36pm
Finger
672 posts
Posted 2003-09-02 1:36pm
Finger
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672 posts 1460 snarkmarks Registered: Oct 13th 2001
I have some issues with your debris.

User posted image

 

area 1. -  It looks like the room was full of concrete, and someone knocked the wall off.  If this is supposed to be debris from, say, the roof caving in, that huge concrete brush isn't very convincing.  Try making a couple of fallen rafters, and some smaller chunks of debris on the floor of the room, instead of one solid block.

area 2. - This looks funny for a couple of reasons.  If that is supposed to be the wall that fell from the building above it, it looks way too thick, and the way it's skewed isn't doint it any justice.  The texturing is also throwing me off there.  That concrete texture just doesn't make any sense on the side of that brush.  I would break it (not literally)  into maybe 3 medium size brushes, texture it completely with the brick texture, and make them about 16 units thick.

Other than those obvious oddities, the screenies looked really nice. :biggrin:
Re: My 2 FireArms maps Posted by Finger on Tue Sep 2nd 2003 at 4:45pm
Finger
672 posts
Posted 2003-09-02 4:45pm
Finger
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672 posts 1460 snarkmarks Registered: Oct 13th 2001
I was bored, so I did a paintover to Illustrate what I was talking about with the debris.

 

User posted image
Re: My 2 FireArms maps Posted by Atrocity on Tue Sep 2nd 2003 at 5:32pm
Atrocity
221 posts
Posted 2003-09-02 5:32pm
Atrocity
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221 posts 152 snarkmarks Registered: Sep 1st 2003 Occupation: Level Designer/Student Location: Toronto Ohio
o thank you for replies yeah i do suppose that all makes sense and i should prob take it intoconsideration, nice painting btw.
Re: My 2 FireArms maps Posted by Ferret on Tue Sep 2nd 2003 at 7:05pm
Ferret
427 posts
Posted 2003-09-02 7:05pm
Ferret
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427 posts 478 snarkmarks Registered: Jan 28th 2002 Occupation: Student
hahah fingers
Re: My 2 FireArms maps Posted by Finger on Tue Sep 2nd 2003 at 7:26pm
Finger
672 posts
Posted 2003-09-02 7:26pm
Finger
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672 posts 1460 snarkmarks Registered: Oct 13th 2001
teehee.. I'll do makeover's for anyone else, if they like. :sailor:
Re: My 2 FireArms maps Posted by Orpheus on Tue Sep 2nd 2003 at 7:30pm
Orpheus
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Posted 2003-09-02 7:30pm
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Finger said:
teehee.. I'll do makeover's for anyone else, if they like. :sailor:
apparently, you ain't seen my ugly puss yet.. ask gollum.. it would take skills far beyond anyone at SP :lol:
Re: My 2 FireArms maps Posted by Atrocity on Wed Sep 3rd 2003 at 3:23am
Atrocity
221 posts
Posted 2003-09-03 3:23am
Atrocity
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221 posts 152 snarkmarks Registered: Sep 1st 2003 Occupation: Level Designer/Student Location: Toronto Ohio
lol, well actually i migdo some mroe editing i liek the big chunk more to hide behind n stuff. im not e what exactly ill do. i think im gonna start an outdoors map for the mod JungleMist for HL2 soon so no more poly limits and i got awesome ideas for it. so who knows.
Re: My 2 FireArms maps Posted by Finger on Wed Sep 3rd 2003 at 12:24pm
Finger
672 posts
Posted 2003-09-03 12:24pm
Finger
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672 posts 1460 snarkmarks Registered: Oct 13th 2001
Well, you can still have a big chunk leaning against the wall for cover - just don't make it so thick.
Re: My 2 FireArms maps Posted by Quasar on Wed Sep 3rd 2003 at 3:52pm
Quasar
10 posts
Posted 2003-09-03 3:52pm
Quasar
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10 posts 1 snarkmarks Registered: Sep 1st 2003 Occupation: Not a lot, really. Location: UK
ATROCITY!!!!!!111!!!11!!OENOEN!!11!!!

How ya been? Great maps btw :smile:
Re: My 2 FireArms maps Posted by Myrk- on Thu Sep 4th 2003 at 2:44am
Myrk-
2299 posts
Posted 2003-09-04 2:44am
Myrk-
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2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
Gotta love the way people think:

 HL2!?! OMGAWD NO POLY LIMIT!

There most certainly is, HL2 is only HL1 with stuff chunked on top, model lods, distance brush loading with fog and skillfull brushwork make the levels in HL2 look good.
Re: My 2 FireArms maps Posted by Atrocity on Fri Sep 5th 2003 at 4:11am
Atrocity
221 posts
Posted 2003-09-05 4:11am
Atrocity
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221 posts 152 snarkmarks Registered: Sep 1st 2003 Occupation: Level Designer/Student Location: Toronto Ohio
yeah, well i know that if i take my time and map s**t right then i wont have to worry about r_speeds cause i know how to use good vis blocks n s**t and HL2 is built better. Quasar hows it goin? thanks for compliment, ive been working on skies and maps latly not alot other than that.
Re: My 2 FireArms maps Posted by wckd on Thu Sep 11th 2003 at 9:06pm
wckd
148 posts
Posted 2003-09-11 9:06pm
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im using those same textures as a CS map.
Re: My 2 FireArms maps Posted by KungFuSquirrel on Thu Sep 11th 2003 at 9:13pm
KungFuSquirrel
751 posts
Posted 2003-09-11 9:13pm
751 posts 393 snarkmarks Registered: Aug 22nd 2001 Occupation: Game Design, LightBox Interactive Location: Austin TX
?HL2!?! OMGAWD NO POLY LIMIT!
Technically, there isn't. :wink: HL2's limits are performance and framerate-based, not solid poly-based. I recall seeing that there's an included option to check complexity, something similar to the UnrealEd depth/complexity option - though obviously without seeing it I can't say for certain. :razz:
Re: My 2 FireArms maps Posted by ReNo on Thu Sep 11th 2003 at 9:29pm
ReNo
5457 posts
Posted 2003-09-11 9:29pm
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Oh you are pedantic aren't you andrew :lol:

But you are correct, it was certainly stated by some valve folks that the r_speeds facility has been scrapped in favour of a more in-depth performance related scale. I'd say this is a good way of doing things, as lately I've found r_speeds to be a pretty unclear indicator. Take my level Seneca for example - w_poly hits 1600+ and yet I witnessed far less slowdown than I've had on maps with lower counts.
Re: My 2 FireArms maps Posted by Sinner_D on Fri Sep 12th 2003 at 1:31am
Sinner_D
376 posts
Posted 2003-09-12 1:31am
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376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
i know lep could use a makeover...MUAHAHA :lol:

runs and hides
Re: My 2 FireArms maps Posted by Myrk- on Fri Sep 12th 2003 at 2:03am
Myrk-
2299 posts
Posted 2003-09-12 2:03am
Myrk-
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2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
Well I read in an interview with Gabe that r_speeds do indeed still exist, it's the same engine still. Basically he said about how r_speeds have been altered to give a better indication of the maps speed or somat and it shows you problem areas, I can't remember exatly.
Re: My 2 FireArms maps Posted by fraggard on Fri Sep 12th 2003 at 2:31am
fraggard
1110 posts
Posted 2003-09-12 2:31am
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Erm, he said they have a new system that shows areas in maps where performance for a certain system config slows down. I don't think they're retaining the r_speeds. It's more like the netgraph system, I would say.
Re: My 2 FireArms maps Posted by ReNo on Fri Sep 12th 2003 at 11:04am
ReNo
5457 posts
Posted 2003-09-12 11:04am
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
"R_speeds" are just essentially various counts of the number of polygons on screen (and the time taken to render them), so technically they will always exist. The r_speeds command however, seems to have been dropped, in favour of a performance indicator that people have compared to the current netgraph tool, as Fraggard said. It will still take into account the number of polygons on screen, but thats not the sole indicator as in HL1.