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Korn..
The textures look fine in-game, but your recommendation on making the well circular is perfect. I"ll do that. Thanks for the advice.
-LN
Re: cs_knifeedge
Posted by fishy on
Thu Nov 3rd 2005 at 7:38pm
fishy
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the link takes me to a speech about dragons, not a map.
i eat paint
Re: cs_knifeedge
Posted by satchmo on
Thu Nov 3rd 2005 at 7:47pm
satchmo
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I just love the attention you paid in establishing the background story for the map. It's not just a mindless setting that makes no logical sense at all. The description of the details really helps the map to come alive. I can tell that you've spent a lot of time planning and thinking about the theme. Kudos to you.
That said, the map looks a bit bright. I think you can make the lighting a bit more interesting. Just play around with light_environment and the color and angle of the light to see what effects you get. The architecture and the landscape is already there to make the map look stunning.
"The greatest thing you'll ever learn is just to love and be loved in return." -- Toulouse-Lautre, Moulin Rouge
Posted
2005-11-03 11:04pm
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Korn....
Great feedback, thank you.
1) I have made snow models to be used as details, so that there is a bit more snow around, but they're a drain on the engine and I pulled them. I'll see if I can add some more.
2) I have lowered the light as Satch recommended, and it looks much better. If I can get the sky right now, I'll be thrilled.
3) The damage is a good idea. I"ll collapse a few parts of buidings.
Now, if you see the reference photo, the truth is, that this looks about right. I have others, and really, the villages aren't unmaintained. Individual family farms are unmaintained in rural areas. But generally, villages, which have a different economic model, are sloppy, but not necessarily unmaintained.
-Cheers.
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To compile the entire map with full viz and rad is something like an hour.
There are only like 140 vis areas.
Posted
2005-11-06 10:46pm
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Mazemaster:
I just want to thank you for the quality of your feedback before I respond to it. Thank you very much. It's great. I don't know if it will come across in this posting, but I wrote down half a dozen ideas while reading your post. Thanks again.
<DIV class=quote>
<DIV class=quotetitle>? quoting mazemaster</DIV>
<DIV class=quotetext>Wow damn this map has a lot of potential. </DIV></DIV>
Thanks. I gave it a lot of thought.
<DIV class=quote>
<DIV class=quotetitle>? quoting mazemaster</DIV>
<DIV class=quotetext>-Tweak the texturing of the mountains. </DIV></DIV>
It needs more than tweaking. <g> I've spent timeon it today. Getting there. "Make it work, make it good, make it fast".
<DIV class=quote>
<DIV class=quotetitle>? quoting mazemaster</DIV>
<DIV class=quotetext>-It looks like you have used only a few gigantic horizontal displacements for the whole map. Instead, break it down into many displacements that mesh with each other. </DIV></DIV>
No, the map is a series of 1024 unit cubes and the top of each one is a displacement. Below that is another cube that is textured with nodraw to limit vis. I did this just for the same reasons you stated. I just haven't gone thru and made ajustements because it "is hard to go back" when you start structurally modifying the map like that.
<DIV class=quote>
<DIV class=quotetitle>? quoting mazemaster</DIV>
<DIV class=quotetext>-The lighting looks a bit... bright?</DIV></DIV>
That was good feedback by someone earlier, and I"ve reduced it quite a bit. Looks great now. I might drop it to 200. But It's at 300 now and it looks really great.
<DIV class=quote>
<DIV class=quotetitle>? quoting mazemaster</DIV>
<DIV class=quotetext>-The whiteish texture snow? is not that good.</DIV></DIV>
Yeah, it's terrible. I"ve bought a lot of textures, modified them, and even made my own and I still can't get it right. Same for the ice on the stream. I just am not a good texture person when it comes to translucent and reflective surfaces.
<DIV class=quote>
<DIV class=quotetitle>? quoting mazemaster</DIV>
<DIV class=quotetext>-Make sure that there is enough cover.</DIV></DIV>
I designed it so that the The house-to-house is very fast, with lots of cover, but that it's contrasted with open areas at both ends of the map. So, you're right but I think I have done the right thing so far.
<DIV class=quote>
<DIV class=quotetitle>? quoting mazemaster</DIV>
<DIV class=quotetext>-Work on the inside areas. </DIV></DIV>
Well, I have placed a little furniture, but I don't want to overdo it. This is essentially a mining village that's been abandoned exept for terrorists. The people didn't have much stuff to begin with. I don't think I should add much. Perhaps some rusted metal equipment laying around will help.
There is always the potential for someone to camp a map like this. I can't get the gameplay I"m looking for (which this map has) and avoid camping spots. Its actually much harder to camp than you'd think, but it can still be done.
<DIV class=quote>
<DIV class=quotetitle>? quoting mazemaster</DIV>
<DIV class=quotetext>-The brick texturing gets pretty repetative. </DIV></DIV>
I did this on purpose based upon the reference photos. It is part of what I'm looking for, so I don't want to change it. I have a slighly more stained and darker set. and I might add a lighter set, but I think that the map would be better served by models than by different textures. I need more detail, and I'd prefer if that detail didn't come from textures.
<DIV class=quote>
<DIV class=quotetitle>? quoting mazemaster</DIV>
<DIV class=quotetext>-Rooftop warfare is an awesome idea. Make a lot of the roofs accessible./quote]
Yes. They are all accessible. Even the bots use them.
<DIV class=quote>
<DIV class=quotetitle>? quoting mazemaster</DIV>
<DIV class=quotetext>-Make visual paths of dirt on the ground in places people would walk on a lot.</DIV></DIV>
Yes, this on my list on the web site.
I am trying to keep the map at 100FPS, and so everything I add, means there is something else I need to remove or change. I spent yesterday just on finding and buying sound files, creating the soundscapse, and testing sounds.
It's really getting there.
Thank you very much for your time and your ideas.
-LN
</DIV></DIV>
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Korn:
1) hay
Every time I try to see if I can get away with something, it seems that I can't.
The bales, which you can't tell from the screenshot, are two cubes, the interior cube a solid texture, and the outer one a transparent one. They get across the right look in-game. But they are not shaped right.
I can easily make make them less regularly shaped. So I'll do it.
2) ceiling
Yes, I think you're right. OK. Lemme think on it a bit.
3) waterfall
I think it's as good as can be for this map. I tried a number of more sculpted waterfalls but all they do is slow the map down. I thought of doing a nice demo waterfall with a half dozen different textures and rocks. I should probably do it and just giveit out, because everyone would copy it.
I may switch to a single-player map next time so that I can really make use of the engine. The fact that I want CSS plus maps with wide open spaces, is what makes me have to make so many compromises. Furthermore, I use geometry where textures would be just as adequate a solution, but I find the texture work tedious so that's another compromise.
Thank you so much for your feedback.
Re: cs_knifeedge
Posted by G4MER on
Fri Nov 18th 2005 at 1:02am
G4MER
floaty snark rage
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You need to adjust your lights. the player models are all shadows.
Re: cs_knifeedge
Posted by Finger on
Fri Nov 18th 2005 at 6:26am
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First of all, I really like alot of things about this map - the attention to detail and obvious thought/care that has gone into it. Now, allow me to go off on a tangent. I don't see you changing this map much, and I understand that, but I'll lay all this down anyway - food for thought for future projects, maybe.
One of the benefits of higher detail maps, larger worlds, and more freedom to build is the ability to closer mimic realism. This is also a very double edge sword. Last generations games, in their more simplistic form, forced a sort of 'suspension of disbelief' and made it ok for developers to define the gameworld in a very rigid fashion. Basically, it was very obvious that you were playing in a confined box - everyone accepted it, no one really cared. Now that this constraint is somewhat lifted, we can create the illusion of LARGE environments.... the only problem is.... you are still playing in a confined box. Only now, you don't realize it until you 'smack' into an invisible wall that defines the gameplay space.
This creates a conundrum... we can make the player 'think' they have much more space, but we actually can't give them that much more space.
Another problem with our newfound next-gen capabilities, is the opportunity to create much more confusing gamespaces. The simple forms of previous gen games made the developer and player focus solely on 'playable space'. This meant that the game path was clearly defined and usually easy to understand. You could typically drop into a map, and know right off the bat where to go. Now, however, we have to build very defined game paths that fit cohesively into a more realistic environment, but still read well, are well lit, easy to navigate...etc. This takes more skill and forethought.
There within, I think, lies the major flaw of this map. The illusion of space and touches of half-realized realism, are detremental to the gameplay and overall quality of the map. The game path is confusing and unclear in lots of places. There are far to many invisible walls, and the sheep feel like statues.
If you've never heard of the theory of the 'uncanny valley', you should look it up, because this is a good example of that principle in action. To sum it up, the closer we come to 'realism' the more jarring or unsettling the subtle flaws in that realism become. The uncanny valley deals with simulated humans, but I'm extending this to realism in general, because I'm just that kind of pioneer =D
On entering this map, I immidiately see this wide expansive view, which it looks like I have access to. What do I do? Of course, I run towards it - only to hit an invisible wall. realism broken. Then, I see these cute little sheep, that look very good at a distance - I run up to one and study it. No movement. 'realism broken' Now, I'm trying to figure out where I can go, and where I can't - if there were people in the game, I would be dead because at this point I'm somewhat confused about where I can actually go.
So... the question you're probably asking is "what would you do, mr. critic... with all your critical critiques'. Well....I would probably do just what you have done, in trying to accomplish all of the great ideas you had when dreaming about this map. Then... one day when I had the time to go back and do it again, this is what I would do.
A. Define a gameplay path that is very clear. building a distinct ground path/game path, with cohesive, yet unique textures, to signify exactly where you can go. Using very defined, but asthetically pleasing boundaries to signify where you can't go. Rock walls that are seperate meshes, almost verticle, obviously too steep to climb. Broken brick walls, that you might find on the exterior of a building obviously too tall to climb, but with nice chunks missing - allowing you to peek through and see the expansive fields beyond them. Rivers on the boundary, obviously too deep to cross, but still allow a nice view. Wooden fences that feel a little more restrictive, but natural. Basically, every place you are restricted from must have a subtle or obvious hit that it is off limits. The major gamepath must somehow stand out and draw the player into it, without feeling akward or too defined.
B. Develop a series of rock walls, that are large and work as a more detailed middle-ground between you and the large mountain. These would intersect with your buildings, and be the boundary geometry for portions of the map. Then, I would push the mountain back more, to better develop a sense of scale. Also, with it further back, you can cheat the texture by scaling them up alot, making it feel less repetitive.
C. Change the waterfall from a steep angled waterfall, to a full free-fall verticle drop waterfall. I would also push it back more. You can still have the cool bridge going over the creek that has flowed from this waterfall. I just think that the waterfall you have now feels like HL1 sitting in a HL2 world. With a freefall drop, you wont have the akward transition from rock to water that you have now. the waterfall would basically pour from the mountain top, or a hole in the mountain, straight down into a pool. With some good steam effects and more work on the scrolling alpha texture (so it feels more scattered), I think you could get this looking good.
D. Hide the sheep. Sorry, although I really love the sheep model, the fact that they are not animated actually detracts from the map more than the bonus of having them. If nothing else, put them further out, beyond the gamespace, in a pin that is dimly lit. I think you can still get the same atmosphere with the hay, some animal pins, and the sounds of sheep coming from different parts of the map, without actually showing the sheep. It's like putting civilians in a map, but not having them move - it just seems weird, and the downside outweighs plus.
WHew..... ok, now that I've spewed all of that your way, let me just say that I see much potential in this map and the theme. I think the execution may need to be rethought for it to really hit the highest quality mark possible, but I 'get it' and like it. I wish you much luck with this and future maps.
Re: cs_knifeedge
Posted by Finger on
Tue Dec 6th 2005 at 3:16am
Finger
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The skybox entity has fog settings... it's quite easy to get fog in the skybox. You can play with fog settings in garysmod, or load your map, turn on cheats and type find fog this will list all of the fog commands for you to play with, ingame.