dm_down_there

dm_down_there

Re: dm_down_there Posted by LeJean on Tue Aug 29th 2006 at 7:19pm
LeJean
2 posts
Posted 2006-08-29 7:19pm
LeJean
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2 posts 10 snarkmarks Registered: Aug 29th 2006
Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:Hey there :smile:

I'd like to show my current project to you. It's a very small HL2 Deathmatch map, for I think between 2 and 6 players. There hasn't been a playtest, yet...

sorry for the pics being a bit larger...
some spots in the map:
<a href="http://www.lejean.computer-dc.de/first_try/dt_c29.jpg" target="_blank">User posted image</A>
<a href="http://www.lejean.computer-dc.de/first_try/dt_c30.jpg" target="_blank">User posted image</A>
<a href="http://www.lejean.computer-dc.de/first_try/dt_c31.jpg" target="_blank">User posted image</A>

some kind of overview.
<a href="http://www.lejean.computer-dc.de/first_try/dt_c32.jpg" target="_blank">User posted image</A>

I hope you like it and thank you for every comment :wink:

P.S.: I will do a new complete compile in the next few days, and I've already got a list of things to change, for example there are things like:
  • turn down bumpmap of brick texture
  • place all planned models in the map (light sources)
  • replace the vertical white stones on the walls with models
  • add volumetric light (texture for it is not done, but will come soon)
what do you think of these ideas?

thanks,
LeJean
Re: dm_down_there Posted by midkay on Tue Aug 29th 2006 at 10:46pm
midkay
398 posts
Posted 2006-08-29 10:46pm
midkay
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398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
Hey, here are a few thoughts about the screenshots. :smile:

First shot: The bricks should be less deep (sounds like you're planning to fix that) and also they kind of clash with the wood (a bumpy rocky brick texture simply "turns into" a wooden floor). Maybe you can blend them better with some decals/overlays and maybe you can leave some small chunks of brick or rock around so it doesn't look so clean.

Second shot: I like this area, quite moody. It feels very warm and old-fashioned. I like the lighting. Your architecture is cool, I like that windowlike opening in the center and the whole structure of the area. What's with that dust, though, right along the ground in the distance? Is it always there, just floating or something? Tone it down a bit, I think.

Third shot: More dust, this could certainly use a bit more transparency. :smile: I love how every other brick is perpendicular in the window structure, details like that are very good. Again a nice old-fashioned mood.

Fourth shot: Looks like a fun layout. :smile: That spiral staircase looks cool.

Final thoughts: Looks like a fun layout, nice architecture/detail, moody.. but.. I think you should try different lighting styles in a couple areas. The torch/fire idea is nice but looking at the layout it looks rather overused throughout the entire map. Maybe you can find another way to light the place a bit, maybe with a different color of lighting.

Nice job nevertheless, I'd like to play it sometime. :smile:
-- midkay
Re: dm_down_there Posted by Belgarion on Wed Aug 30th 2006 at 9:17pm
Belgarion
108 posts
Posted 2006-08-30 9:17pm
108 posts 41 snarkmarks Registered: Jun 27th 2005 Occupation: unoccupied Location: USA
very nice atmosphere. i love it. nice use of textures and lighting, and lots of verticle gameplay. looks good.
___My Site___ | www.leveldesign.nl
Re: dm_down_there Posted by [FF]FNDR.Jake_Brake on Thu Aug 31st 2006 at 3:36am
Posted 2006-08-31 3:36am
13 posts 1 snarkmarks Registered: Feb 8th 2004
This looks very nice with very unique txtures and coloration! I can't wait to play it! If you could increase it's size a tad, I think I could host it on my 14 player server. Keep up the good work!
Re: dm_down_there Posted by Crono on Thu Aug 31st 2006 at 6:48am
Crono
6628 posts
Posted 2006-08-31 6:48am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
I want to start off by saying ... this looks nothing like Quake ... not one bit.

The only thing I see that is visually un-appealing is the contrast between the wood and stone. The stone, specifically, looks great and I don't think it should change. But the wood should. Use some nasty ass mucked up plank of wood texture. There's actually one in HL2 that I think could work, You might want to check it out. (The "wood/woodfloor" series)

I would also suggest, based on the first screenshot, to make that lid destructible or something like that (maybe even a physics object). Opening and closing lids, like doors will slow down gameplay in a dm map, generally.

As for what you have planned:

1) I don't think it should be touched. It looks good.
2) Go for it ... ?
3) If you think that will make performance better, then by all means. But if it doesn't really matter, it will probably be fine the way it is (unless you have some other plans for it)
4) Not sure what you mean. Like glows?

In the lighting department, it looks good for a map, but as "immersive" it would make more sense for it to be darker. But, that would not work well for playability.

The layout looks like it's good and is connected well. You should throw some bots in there (if you can) and see where they frequent, get slaughtered, so on and so forth.
Blame it on Microsoft, God does.
Re: dm_down_there Posted by reaper47 on Fri Sep 1st 2006 at 12:42pm
reaper47
2827 posts
Posted 2006-09-01 12:42pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
LeJean, this looks wonderful.

I would leave the bumpmaps like they are, too. Also I agree with Crono that the wood textures should look older and more rotten. The trasition between the wall and floor textures looks a bit too abrupt, generally. The walls are almost black while the floors have this brownish, earthy tone. Maybe a stone floor with some structure would look good.

I's a delight to see all the effort you put into custom content pay off in this map. I think I'll like it a lot.
Re: dm_down_there Posted by LeJean on Sat Sep 2nd 2006 at 3:03am
LeJean
2 posts
Posted 2006-09-02 3:03am
LeJean
member
2 posts 10 snarkmarks Registered: Aug 29th 2006
hey guys, thanks a lot for your comments :smile:

Of course, I'm always workin on it - here are some new screenshots:

www.lejean.computer-dc.de/first_try/dt_c34.jpg
www.lejean.computer-dc.de/first_try/dt_c35.jpg
www.lejean.computer-dc.de/first_try/dt_c36.jpg
www.lejean.computer-dc.de/first_try/dt_c37.jpg

things I have to mention:
  • the sky is a bit too dark, I know :wink:
  • bumpmaps have been "lowered" (but still looks gut imo)
  • volumetric light added
  • I'm still not lucky with the volumetric-light texture... gonna fix that, but I'm not the best in 2D art :wink:
  • light of the flames is imo a bit too bright right now, I'll fix this, too, and add some ambient lights to increase the influence of the blue tone coming through the windows
I'll see what I can do with my wood-texture (actually, it is one of the HL2 textures. don't know which one exactly but perhaps I can find a better one.
Concerning the brickwall and the floor: at the moment, I don't know how to du this. placing a simple trim (eg. brighter stones, such as the arcs) is a bit... well... lame :smile:
I think about that!

thx,
LeJean
Re: dm_down_there Posted by reaper47 on Sat Sep 2nd 2006 at 10:11am
reaper47
2827 posts
Posted 2006-09-02 10:11am
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
The volume light looks good in most sceens, maybe it's a bit too bright. I'm not sure about this pic with the star-shaped volume light? It should have vertical rays in from the bars of the window.

No need for trims for the floor... just try a texture that looks a bit more like stone ( stone/stonewall036a for example). Maybe it fits better with the walls?
Re: dm_down_there Posted by Gwil on Sun Sep 3rd 2006 at 11:53pm
Gwil
2864 posts
Posted 2006-09-03 11:53pm
Gwil
super admin
2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
I'm not sure if I like the volumetric light, it only seems to work well
in the 3rd shot. My main gripe is that feels it out of place - this
place is lit by torches and is not overly dingy, and it's nighttime
outside.

Just seems a bit weird.

Trims between the wall and floor would look out of place. Perhaps you
should change some floors to dirt instead of wood, or, have the wood
planks overlap the edges in places. Perhaps to make a smooth transition
between wood floor and stone wall you need small piles of dirt to break
it up somewhat.