GHUH_build_1

GHUH_build_1

Re: GHUH_build_1 Posted by ghuh on Wed Sep 20th 2006 at 3:38pm
ghuh
11 posts
Posted 2006-09-20 3:38pm
ghuh
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11 posts 31 snarkmarks Registered: Nov 16th 2005 Occupation: Student Location: Canada
HEY ALL!

This is my update topic for my map "Rp_Ghuh_hotel_build_v1" (I Renamed it)

Anyway, ill also give out hints to the secret passage to the infamous ADMIN ROOM ^^!
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Re: GHUH_build_1 Posted by midkay on Wed Sep 20th 2006 at 5:45pm
midkay
398 posts
Posted 2006-09-20 5:45pm
midkay
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398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
I read the description and it's an interesting idea, kind of The Sims-y. However I think you should do some more with the rooms (well, you only showed one in the three screenshots).

It's like a box with a wall.. you should make some seperate rooms and give them doors, add some light sources, maybe a window to look outside and have some light streaming in. It looks like you just have one hugely bright light in the middle of the room and it looks bad with the white spot on the ceiling.

Just try and give it some detail and variation, it's too wide open right now. A living room connected to a hallway, connected to a bathroom, maybe a closet.. with a locked door that would be assumed to lead out to the hallway of the hotel. Also try and break up the repetitive textures (notably the floor) maybe with a few rugs or something. Maybe make a bathroom with a tile floor, for example.

Also, the bathroom looks awkward - the toilet's in the corner, okay, and the bathtub's edge is like sticking over the seat.. you definitely need space between these things.

Keep at it, try and just build on this basic room and add some interesting lighting and style to it. :smile:
-- midkay
Re: GHUH_build_1 Posted by Addicted to Morphine on Wed Sep 20th 2006 at 5:57pm
Posted 2006-09-20 5:57pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Work on texture alignment as well... the wall texture is off.
Re: GHUH_build_1 Posted by ghuh on Sun Sep 24th 2006 at 4:33am
ghuh
11 posts
Posted 2006-09-24 4:33am
ghuh
member
11 posts 31 snarkmarks Registered: Nov 16th 2005 Occupation: Student Location: Canada
Ok, ill follow your advice as soon as i get steam back on my PC, it took me only 2 days to make that map anyway.I will do some better texturing, and make seperate rooms, i also need to get the floor done, and the bathroom aligned. I'll try to add picswhen i get steam back, k?

BTW: I'm working on another concept of map that hasn't EVER been done in HL2 history, and it will blow your minds...
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Re: GHUH_build_1 Posted by midkay on Sun Sep 24th 2006 at 5:26am
midkay
398 posts
Posted 2006-09-24 5:26am
midkay
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398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
Sounds intriguing... :smile:
-- midkay
Re: GHUH_build_1 Posted by ghuh on Sun Sep 24th 2006 at 6:19am
ghuh
11 posts
Posted 2006-09-24 6:19am
ghuh
member
11 posts 31 snarkmarks Registered: Nov 16th 2005 Occupation: Student Location: Canada
I'll give you a hint(or more), it uses frames and is seen in big cities. I am what you will make in ghuh's next revolutionary map. I have a shiny exterior, and a fabricated interior. MORE HINTS TO COME :lol: GWA HA HA! NOT! :cool:
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Re: GHUH_build_1 Posted by oskutin on Thu Sep 28th 2006 at 1:49pm
oskutin
60 posts
Posted 2006-09-28 1:49pm
oskutin
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60 posts 236 snarkmarks Registered: Aug 26th 2006 Location: Finland ,etel?-suomen l??ni
looks bums home it can be more bretty.
Re: GHUH_build_1 Posted by midkay on Thu Sep 28th 2006 at 10:18pm
midkay
398 posts
Posted 2006-09-28 10:18pm
midkay
member
398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
oskutin: Even though that's already been pointed out, you could really stand to provide more of a useful post - what looks "bum" about it? How can that be remedied? Does anything stand out as bad-looking? You should provide suggestions and comments instead of just giving a sentence about how it looks.
-- midkay
Re: GHUH_build_1 Posted by Crono on Thu Sep 28th 2006 at 11:14pm
Crono
6628 posts
Posted 2006-09-28 11:14pm
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
I have a sneaking suspicion that English isn't his first language.
Blame it on Microsoft, God does.
Re: GHUH_build_1 Posted by Junkyard God on Fri Sep 29th 2006 at 2:24pm
Junkyard God
654 posts
Posted 2006-09-29 2:24pm
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
midk said:
I read the description and it's an interesting idea, kind of The Sims-y. However I think you should do some more with the rooms (well, you only showed one in the three screenshots).

It's like a box with a wall.. you should make some seperate rooms and give them doors, add some light sources, maybe a window to look outside and have some light streaming in. It looks like you just have one hugely bright light in the middle of the room and it looks bad with the white spot on the ceiling.

Just try and give it some detail and variation, it's too wide open right now. A living room connected to a hallway, connected to a bathroom, maybe a closet.. with a locked door that would be assumed to lead out to the hallway of the hotel. Also try and break up the repetitive textures (notably the floor) maybe with a few rugs or something. Maybe make a bathroom with a tile floor, for example.

Also, the bathroom looks awkward - the toilet's in the corner, okay, and the bathtub's edge is like sticking over the seat.. you definitely need space between these things.

Keep at it, try and just build on this basic room and add some interesting lighting and style to it. :smile:
I agree to most points here, a simple solution to the 'blockyness' in maps that i usualy use is to make each wall from seperate brushes, when you use seperate brushes instead of a hollow block, which it looks like you've been doing, it allows for much more creativity with much less effort (eventually).

Seperate brushes might take a wee while longer, but if you'd try to be just as creative clipping your cube, using vertex manip on it, and stuff like that, you'll have way more errors and it'll cost way more time in the end (in my opinion), the only thing you really need to be carefull is not to spring a leak in your map if you use seperate brushes.

(seperate brushes meaning each wall you make a new bush -example: 6 brushes could be a cube...)

And remember, don't be too hastey, a map takes ages to create, then another couple of millenia to test / improve ususaly, so be patient and try to be creative. (drawing out ideas is a good way to help yourself in this, simple drawings like layouts of a map.

Also like mentioned above, be very carefull on how you texture a map, textures / lights can make or break a decent map very easily.

Good luck.

~BioPulse
Hell, is an half-filled auditorium
Re: GHUH_build_1 Posted by oskutin on Fri Sep 29th 2006 at 6:14pm
oskutin
60 posts
Posted 2006-09-29 6:14pm
oskutin
member
60 posts 236 snarkmarks Registered: Aug 26th 2006 Location: Finland ,etel?-suomen l??ni
ok. i dont like this style ,but i really hope it is coming more bretty.
R?l? se kohta paisteataan...
Re: GHUH_build_1 Posted by ghuh on Sat Sep 30th 2006 at 12:46am
ghuh
11 posts
Posted 2006-09-30 12:46am
ghuh
member
11 posts 31 snarkmarks Registered: Nov 16th 2005 Occupation: Student Location: Canada
Don't you get it? This map isn't ALL for looks and architechture, it's for ROLE PLAYING, in which textures don't have to be perfect, but it adds a nice feel to the map, i'll get to work soon.
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Re: GHUH_build_1 Posted by Juim on Sat Sep 30th 2006 at 3:06pm
Juim
726 posts
Posted 2006-09-30 3:06pm
Juim
member
726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
Role playing?

By that you mean grabbing furniture from a rooftop and taking it down to a room?

I'm a bit confused with the concept.

I can understand games like Hotel Tycoon but this seems a bit lacking in endeavor and motivation.

You will also notice that most of the comments you have recieved are in reference to architecture, texturing,playability and design. This being a mappers forum is mostly what people look at. Right now you need to study these aspects of the map and work very heavily on honing your skills. What you have so far compiles, (apparently), but truth be told it's not much to look at. Keep posting screen shots as your level grows and good luck with you idea.