Re: dm_Stonehouse
Posted by Orpheus on
Wed Feb 1st 2006 at 12:50am
Posted
2006-02-01 12:50am
Orpheus
member
13860 posts
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Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
Real world is nice. It gives you good practical experience. Learning scale and how light comes into play is always good. That said, damned few real world maps succeed. Yeah, there are good examples of real world maps being made, but I cannot think of one thats stood out.
I say, go for it, as long as you realize that your real world is of no real interest to anyone but you. If you can accept that your a winner.
The best things in life, aren't things.
Re: dm_Stonehouse
Posted by Orpheus on
Wed Feb 1st 2006 at 2:05am
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
Good point. Sadly I cannot think of any textures that scroll well up and down. :sad:
The very thing that makes them look good on a single story structure usually ruins them on multiple ones.
The best things in life, aren't things.
Re: dm_Stonehouse
Posted by RiZLA on
Wed Feb 1st 2006 at 7:00am
RiZLA
member
14 posts
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Registered:
Jan 25th 2006
Location: UK
I had some good looking textures that seam well in all directions, but the texture in the screens is closest to the actual color of the building. I plan on either recolouring a standard texture or creating my own from scratch.
I've always known it would take a lot of work to make this map fun to outsiders also, but if my Vision can become reality, this will be an excellent deathmatch.
I think some players would enjoy its authentic familiar feel. The other space-age, surreal fantasy maps are fine, but the thing that set HL2 ahead was the realism, and I cant think of a single map I've played that concentrated so heavily on reality. Even the Valve singleplayer maps lack the reality I know the engine is capable of.
A lot of thought has been put into making this map Believable, Functional & Fun. It's just a lot of work, and I'm not sure at this point if the source engine will be able to handle it all. Or if I will even have the time to complete it.
Nothing Ventured...
But its all being built very carefully & cleanly and atm compile times & fps are very pleasing. Seems theres still plenty of room for expansion. maybe this map will also give me a fair idea of the limitations in the source engine.
Its also ideal to have all the texture/reference material I need on my doorstep. :wink:
Re: dm_Stonehouse
Posted by reaper47 on
Wed Feb 1st 2006 at 4:28pm
2827 posts
1921 snarkmarks
Registered:
Feb 16th 2005
Location: Austria
The house itself looks nice! Can you leave the building? If so you should really think about the outside area.
You mentioned the layout of all floors being almost identical. This
strikes me as a mapper because geometry that is symmetrical in so many
direction can get repetitive soon. Make sure you add some variety to
the interiors. I don't want to run through 4 floors seeing one and the
same room over and over again.
Nice lighting in the last pic.