Re: WIP / Concept Area Screenshots
Posted by Juim on
Tue May 16th 2006 at 11:08am
Posted
2006-05-16 11:08am
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I agree that your on to something there nooba. Thats a good looking map. I would suggest another texture for the rooftop in that last shot though, or change the shape of the roof to match the clay tiles better. Otherwise it's looking awesome.
Re: WIP / Concept Area Screenshots
Posted by Orpheus on
Tue May 16th 2006 at 12:05pm
Posted
2006-05-16 12:05pm
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I am experiencing serious side scrolling. :sad:
I also notice that DOD seems to have a much wider assortment of foliage available. Something I always felt lacking in anything built for HL2. Somehow plants alone set these map apart from anything thus far released.
The dismal atmosphere is superbly captured. I would try, if I were you, to have the sun vainly attempting to burn off that fog. If its possible, try to have tiny clear areas where the sun is succeeding but overall its failing. That would be perfect.
To add to Juims observation a bit. That style of roofing only works if you put endcaps upon the apex's. On each of the ridges, put a cap on them. The roof will look just fine then.
I dunno if its the angle, but I just don't like those sandbags much. Prolly just the angle though.
Nice work. :eek:
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Re: WIP / Concept Area Screenshots
Posted by Crono on
Wed May 17th 2006 at 2:37am
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G.Ballblue, resize the image please. (You can put height and width parameters in the img tag)
nooba, bravo, man. Keep it up. While there are some obvious problems in some of the features so far, it looks really nice. The atmosphere is abundant. I'm curious what type of play dynamic you're going for. For instance, if the visibility was a bit lower, snipers would either be useless or more effective. It seems like there's a bit of varying gameplay too, from wide areas to cramped areas, but I don't see any real presence on the vertical gameplay. I think any and every map, at least in DoD, has been bettered by vertical gameplay, it's almost the staple of the game. Rarely are you going toe to toe with people on a level playing field. Which is something I personally like.
So, it'd be nice to see some stuff like that come into play. I'm also curious in how you plan on filling in those voids.
The only other thing I notice that I don't think has been mentioned is in the 3rd screenshot. What's the logic behind that building on the left being decimated and the one on the right being fine? If that was done by an attack it would surely damage the other structures nearby ... at least a little! Especially considering the amount of damage that building took. Is the screenshot misleading?
You might also want to look into burn marks in grassy areas. (Like, grass can no longer grow because the surroundings were taken out with fire, or something like that)
Keep it up.
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Re: WIP / Concept Area Screenshots
Posted by G.Ballblue on
Sat Jun 24th 2006 at 5:38pm
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The overhanging bit is intended to be a sniper tower -- the niche is, is that the 3 other bases are manned via Half-Life AI. This meant that I had to make the sniper tower unsually "close" to the combat zone in order for the AI to see the players and other enemies running about.
I also feel/agree that it doesn't look all that structurely sound. The reason for that wall being placed there is to block the player's line of sight: That one base is equal to almost 500 brushes. 4 bases = roughly 2000 brushes D:
Hoping to get a profile for the map soon.
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Re: WIP / Concept Area Screenshots
Posted by G.Ballblue on
Wed Jun 28th 2006 at 7:39pm
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I'm crouching :razz: That's actually number 1 on the "do not do" list when taking screenshots...
Also: I think I'll try out QuArK just for the Quake1 and 2 mapping. WC 1.6 is really difficult to use, and I have to compile Q1 maps with Nem's Batch compiler. Tricking Nem's Compiler to stoop down to the really old "light.exe" program isn't easy, and debugging errors isn't easy either.
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I think everything in that shot looks great, except for the stairs which, in my opinion, look very awkward. If I were you, I'd either make the stairs extend all the way to the ground, or smooth out the underside. If you wanted, you could add a burning trashcan and some flattened cardboard boxes, like a hobo lives under the stairs :smile:
But seriously, I really do like the top half of your screenshot, especially.
Also, have you checked out the source mod Nuclear Dawn? Their neotokyo map is breathtaking, imo.
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Yeah, the idea of neotokyo has been around for ages, as has the cyberpunk genre right? I was just wondering what made you want to go for the theme.
Well if you haven't already, you really should google Nuclear Dawn and check out their media of their neotokyo map. I was very impressed.
Re: WIP / Concept Area Screenshots
Posted by Orpheus on
Wed Jul 12th 2006 at 11:17pm
Posted
2006-07-12 11:17pm
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There are always going to be places in rooms that large where light just will not reach.
Work on those.
(If you wanna secret, put a black texture on bits you want to look like it goes on past the lights ability to reach, even when the area stops.)
The best things in life, aren't things.
Re: WIP / Concept Area Screenshots
Posted by reaper47 on
Thu Jul 13th 2006 at 11:58pm
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2006-07-13 11:58pm
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Alright, the green will be gone soon, at least the strongness of it. It was more of an experiment. I'll try something with this map, blocking out the basic shapes very quickly but making sure the proportions work well enough to add detail later without problems. I'm not sure if it will work as smoothly as I planned but hopefully I can present a gameplay dummy sooner and change parts more easily in that phase. This is far from final release quality.
I saw the neotokio pics of nuclear down. They have some awesome work on their site any you're right the map looks excellent.
What made me want to go for the theme? Well, I wanted to do a map in a big futuristic city for ages. Since I saw The Fifth Element in cinema. There's something almost natural about these huge cities that look like they grew bit for bit over hundereds of years. I find it a very interesting theme. This map actually neither takes place in Tokio nor does it follow the "cyperpunk" theme too closely. It's just a description that I think creates the right picture in people's heads of how I want it to look like in a finished version.
I'm still looking for elegant ways of making the lower floors bright enough. HDR might help here or there, otherwise I'll just have to put in some spotlights.
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Would it be possible to put large puddles in, or just wet concrete from dripping pipes etc, and fake light reflecting off the water somehow? That could work in one or two places maybe, where the light streaks directly down to the wet areas. Or that could be a terrible idea, who knows.
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Not much to go on from that shot. It would really help if it were compiled, or at least closer to the buildings. I can't really tell how it'll look in game.
Although if I had to say something it'd be that the buildings all look too gray. Some texture variation wouldn't hurt.
Re: WIP / Concept Area Screenshots
Posted by reaper47 on
Sun Aug 13th 2006 at 11:27pm
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2006-08-13 11:27pm
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Looks very solid, I like that. I'd love to see it with some basic lighting and the sky closed off. So far only the theme shows. You're from the UK, right? I've been to London once and I remember feeling like there are nothing but brick walls wherever you look. That shot gives me some of that impression. I always thought the offical HL2DM brickwall maps look a bit fairy-tale which I'm not a big fan of. But this shot looks different somehow, more solid and real. Try to keep that feel!
Re: WIP / Concept Area Screenshots
Posted by Gwil on
Sun Aug 13th 2006 at 11:51pm
Posted
2006-08-13 11:51pm
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Thanks reaper - the shot you see is actually (very loosely) based off a
photo, and as you saw - not too different from British industrial
architecture. I've done some more since this shot, so there will be
updated grabs coming soon.
The best thing is, I was inspired to pick up the proverbial pen and
paper after seeing your work above. I love the theme - it feels like
the enclosed space idea of Quake 3, but with the "realistic" theme of
HL2. Lighting is excellent - my only worry would be the stairs. The red
light is highlighting the clunky brushwork. As someone else pointed
out, why not make the bottom of the staircase an angle? Would look good
:smile:
Re: WIP / Concept Area Screenshots
Posted by reaper47 on
Tue Aug 15th 2006 at 6:13pm
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Worth it's own thread I would say.
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Gwil, the screenshot from your first post about this map changed, so now you have 2 of the same. I think you overwrote the original file or something.
Re: WIP / Concept Area Screenshots
Posted by Gwil on
Tue Aug 15th 2006 at 10:35pm
Posted
2006-08-15 10:35pm
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Cheers for the heads up AtM - I did overwrite the original shot as it
happens :smile: Development has continued since then, and in response to
reaper - i will be starting a new thread when I have developed the
indoor areas and got some proper lighting in.
Re: WIP / Concept Area Screenshots
Posted by Orpheus on
Wed Aug 16th 2006 at 12:05pm
Posted
2006-08-16 12:05pm
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@Gwil
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Never overwrite. Not everyone has the luxury of being here every day. :sad:
As to the images.... My first thought is, "Gwil is stuck in the same rut I am in. It looks like 5 year old architecture with HL2 textures on them"
My second thought, and the one I am going to stick by for now, The map is way to young to have any discernible input of any value so I will shut up about its architecture. Consider my first impression a reflection of my own inadequacies.
The best things in life, aren't things.
Re: WIP / Concept Area Screenshots
Posted by Gwil on
Wed Aug 16th 2006 at 2:04pm
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That's fine Orph, I'll agree the architecture is a little lacking and
unoriginal, but that it is also too early to tell. When there is more
progress, i'll be back, but I want far more before my next updates.
Re: WIP / Concept Area Screenshots
Posted by reaper47 on
Fri Aug 25th 2006 at 10:57am
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2006-08-25 10:57am
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The rocks look like a good example of HL1 low polygon rock modeling. SOme height variation would be nice. I'm not sure about the tile textur at the bottom of the rails. SHouldn't that just be some dark concrete?
Re: WIP / Concept Area Screenshots
Posted by G.Ballblue on
Mon Sep 25th 2006 at 3:33pm
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I think it's got potential -- don't entirely know where you'd go with it, but keep at it :razz: Needs some null texturing though, some of those textured areas aren't going to be seen at all. Also, do some clipping on it if you have any intention on not filling your clipping hulls :razz:
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Re: WIP / Concept Area Screenshots
Posted by Crono on
Wed Oct 11th 2006 at 9:19pm
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I think it might benefit, in visual appeal, if the skylight windows' grates cast shadows on the floor. (through whatever means)
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2006-10-11 10:15pm
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Maybe instead of having actual ducts or supports up on the roof (that seems pretty cliche at this point) you could use a dark texture to highlight certain areas or trim the windows.