AbandonedTS6

AbandonedTS6

Re: AbandonedTS6 Posted by sgtfly on Fri Apr 13th 2007 at 2:21am
sgtfly
273 posts
Posted 2007-04-13 2:21am
sgtfly
member
273 posts 347 snarkmarks Registered: Jan 24th 2005 Occupation: 5 more years of BS and I'm done. WOOHOO! Location: Batavia,IL USA
Here's an Abandoned Turckstop. I pulled some of it from memory but had to put in alot that I don't remember. I know the lighting isn't the best but I am having trouble figuring out how to best do it.The map has alot of outdoors and you can get run through the interior fairly easy.

The gas pumps explode and I'm working on the timing and sequence now. I may have it out sooner than I expected if no more problems arise.

I'll post more screenies if anyone is interested.

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IMG]http://i82.photobucket.com/albums/j262/boppa54/abandonedts60059.jpg[/IMG]
Re: AbandonedTS6 Posted by Juim on Fri Apr 13th 2007 at 5:36am
Juim
726 posts
Posted 2007-04-13 5:36am
Juim
member
726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
Looks good so far. The only comments I have are that it looks too nice for a completely abandoned truck stop. Perhaps you could brighten the sky (as in make it a full day map) and open up some holes in the building, then lighting would'nt be such an issue. So far so good though.
Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead
Re: AbandonedTS6 Posted by Riven on Fri Apr 13th 2007 at 6:41pm
Riven
1640 posts
Posted 2007-04-13 6:41pm
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
I'm going to attempt to critique this map visually. There are plenty of other elements, such as game play and optimization, but I think I'll do my part just for the sake of visual appeal.

Here we go!... (The explanations will come before their respective pictures.)

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This section seems overtly empty. It simply is just too much space for nothing. It would be too easy for you to add some kind of brush structure, or even some large static props.

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Props such as these look better if you turn off their shadows in their flags.

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This section seems like it could use a better texture for the ceiling. Sure it makes sense that an entire shed like that could have nothing but corrugated tin covering it, but in this case, for a map, it could look a lot more interesting (perhaps a different color?)

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Another bare spot, but this time you attempted to fill it in just a little. Well, this brings me to another point: Whatever you put to fill in the space, it needs to be meaningful. Case in point: that transformer doesn't seem to be connected to anything (those lamps look like they could use a dangling wire). Sure you could imagine that it's all laid underground, but what fun is that? (Not very appealing in my eyes.) Besides, a place like this doesn't seem like it's nice enough for underground wiring.

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Reflective pieces such as this wouldn't look white like this if you placed cubemaps in your map.

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Is this a bathroom? If so, I would think it make much more sense for the utilities to be placed on the walls. Rather than be strung about on the floor. Best way to do this so that they can still be picked up is by checking the flag "start asleep." That way, a player won't get caught on them when their running away for dear life.

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The shelves from these grocery kiosks need a better texture for their cap; it just looks too weird to not notice. Another thing, this particular turned-over shelf seems to be floating above the ground. Might want to fix that...

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The door to the left of that breaker box leads to a dark short dead end. I think this makes a perfect opportunity to add some kind of surprise there to reward the curious player; health or ammo of some type. Another thing: There is a complete lack of doors in this map (except for the rooftop). Any open spaces are just that: open spaces. No doors to keep the elements out. If you were to add doors, they need not be open-able, just make some brush-based doors that remain static and stay open all the time. Just something else to think about...

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This spot reminds me of some kind of freezer or something, but it is very ill defined. The combine textures remind me too much of HL2 even though I think they were being used here purely for choice of interesting metal. Another question: Is that room in the picture supposed to be some kind of display case? Or refrigerated kiosk?

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This room would be just a little more interesting if you had glass in these windows. This room, the hallway and the diner all suffer from this.

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This section of the room is too noticeably dark. Even if it was that dark, which is o.k., I would suggest adding some light sources turned off (or turned on...).

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Here's a place where the shadows should be turned off IMO. Fences don't normally cast shadows like that, and you would be better turning theirs' off.

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Normally, gravel doesn't pile with that sharp of edges. I think you should round them off a bit.

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Another bare spot...

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The picture may be a little too dark to see, but there is a weird shadow cast by the displacements. Not sure what's going on there.

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This a very barren place to be. It's not pictured, but you have one lonely health vial sitting in the corner. This rooftop deserves much more.

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Some other things I didn't feel the need to post pictures for:

The road coming into the gas station stops at the cement. Couldn't you define the road all the way to the entry gate?

There are some other barren places indoors as well. I don't recommend placing too many props that collide with the player because they tend to get in the way, rather than provide Gravity gun ammo.

The environment is not totally believable IMO, but good layout nevertheless. It is a map that could use a bit more detail but is way better than most entries for a first attempt! Good stuff; can't wait to see the progress on this map!
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: AbandonedTS6 Posted by sgtfly on Fri Apr 13th 2007 at 8:46pm
sgtfly
273 posts
Posted 2007-04-13 8:46pm
sgtfly
member
273 posts 347 snarkmarks Registered: Jan 24th 2005 Occupation: 5 more years of BS and I'm done. WOOHOO! Location: Batavia,IL USA
Thanx for the great info Riven, I have an updated map coming out hopefully today It has alot more stuff in it. Mostly what you see in that map was just the basics, I guess I should have said the map was about half done the more that I looked at it. :smile:

The info you gave is a big help as some of those things I never considered like debris casting shadows, etc..

Reply per pic:

1 It is filled in alot more now still tweaking what I want there

2 as stated above thnx for the info

3the texture I changed and added a framework for the building

4 alot more has been added

5 Ill fix that

6 Yeah I suppose some on the wall would be better though that was how I remembered the place :smile:

7 I fixed the location and I guess change the shelving I wanted the wire frame look but guess it doesn't look right.

8 I actually put a player spawn point there there was a basement in the place but it was a dead end and decided it wouldnt add much.

9 it was a cooler but I decided to change the outer texture

10 I was thinking of putting partial pieces of glass in if thats possible most were broken out

11 hopefully fixed

12 fixed

13 fixed

14 hopefully filled up :smile:

15 Not sure either what that is Ill check it

16 I have more planned for that plus access to the top of one pump canopy. I will try to fix the road actually there were more buildings at the place so the lot was huge! I decided that filling it up with more buildings and such would make the map way too large and ruin the playability, thus the fence around it. Another thing is lack of models I would like to use but then I'm no modeler.

Im going to update screenshots and the map asap.
Re: AbandonedTS6 Posted by sgtfly on Tue Apr 17th 2007 at 11:17pm
sgtfly
273 posts
Posted 2007-04-17 11:17pm
sgtfly
member
273 posts 347 snarkmarks Registered: Jan 24th 2005 Occupation: 5 more years of BS and I'm done. WOOHOO! Location: Batavia,IL USA
There is an updated version on the site. I've added alot more content and opened some areas up a bit.

There is still some displacement work to do and some lighting issues but overall it's pretty good i think. I'll be putting another one up shortly, but due to work I'm quite busy right now.
Re: AbandonedTS6 Posted by sgtfly on Wed Apr 18th 2007 at 4:30pm
sgtfly
273 posts
Posted 2007-04-18 4:30pm
sgtfly
member
273 posts 347 snarkmarks Registered: Jan 24th 2005 Occupation: 5 more years of BS and I'm done. WOOHOO! Location: Batavia,IL USA
AbandonedTS6 update.

I have updated the map adding more content and weapons, there are still some displacement and lighting issues I hope to take care of soon. I'm hoping to find a bettere solution other than the surrounding rock walls.Work is getting in my way of working on it though, so I'll try and get more updates out soon.

I'll put some more screenshots up soon also.
Re: AbandonedTS6 Posted by sgtfly on Thu Apr 19th 2007 at 10:44pm
sgtfly
273 posts
Posted 2007-04-19 10:44pm
sgtfly
member
273 posts 347 snarkmarks Registered: Jan 24th 2005 Occupation: 5 more years of BS and I'm done. WOOHOO! Location: Batavia,IL USA
I think I got this chapter thing down now...lol I have a new beta map out now alot more fixed. Lighting should be fixed, still trying to figure out the best displacement scenario for the edges. Also need to work on item placement.

Enjoy and leave me some comments.

IMG]http://i82.photobucket.com/albums/j262/boppa54/abandonedts60085.jpg[/IMG]

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IMG]http://i82.photobucket.com/albums/j262/boppa54/abandonedts60097.jpg[/IMG]

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Re: AbandonedTS6 Posted by Orpheus on Sat Apr 21st 2007 at 11:53am
Orpheus
13860 posts
Posted 2007-04-21 11:53am
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
The only comment I have at the moment is, everything is on the same horizontal plain.

You might consider some variance that way.

I will try to comment more when I get time.

/me likes what I am seeing, for a first attempt map. :smile:

The best things in life, aren't things.
Re: AbandonedTS6 Posted by sgtfly on Wed Apr 25th 2007 at 10:51am
sgtfly
273 posts
Posted 2007-04-25 10:51am
sgtfly
member
273 posts 347 snarkmarks Registered: Jan 24th 2005 Occupation: 5 more years of BS and I'm done. WOOHOO! Location: Batavia,IL USA
Unfortunately I had a bit of a setback yesterday. My hard drive died and I lost all my stuff on it. Fortunatley though I backed up some on my external. It's an earlier map so I have some work to do getting it back to it's present state.

I guess I should be alittle more careful, though it does give me the chance to make some improvements more easily.
Light is faster than sound:That is why some people appear bright until you hear them speak.

Your riches in life are family and friends, everything else is just a distraction.
Re: AbandonedTS6 Posted by FatStrings on Mon Apr 30th 2007 at 2:17pm
FatStrings
1242 posts
Posted 2007-04-30 2:17pm
1242 posts 144 snarkmarks Registered: Aug 11th 2005 Occupation: Architecture Student Location: USA
i agree with orph and I'll add that from the screenies I'm seeing a lot of open space, you might add some way to get across that without being guaranteed death just because someone has a crossbow or rpg
Re: AbandonedTS6 Posted by Jacfu on Mon Apr 30th 2007 at 6:32pm
Jacfu
38 posts
Posted 2007-04-30 6:32pm
Jacfu
member
38 posts 54 snarkmarks Registered: Dec 12th 2006 Occupation: Designer Location: South Africa
sorry to hear about your hard drive :leper:

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this is my fave room atm, perhaps add some more goodies underneath the tables, matbe even make the table tops physics objects that you can shoot with the grav...

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nothing major here, just a stretched out texture...

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perhaps move these static light props more into the brush above so you can only see the very end of them sticking out...kinda like downlighters...

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Not sure about this but I've had a similar problem with dark unwanted shadows like this one, and in my case it was caused by the displacement not being contained within the skybox...so iow a part of it might be sticking out ...

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I really think you should make this road a bit wider...

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... and this one too, or take away devider lines so it becomes a one-way road

I will take a look again when you post a update. Good job so far!
Re: AbandonedTS6 Posted by sgtfly on Sat Mar 1st 2008 at 2:36am
sgtfly
273 posts
Posted 2008-03-01 2:36am
sgtfly
member
273 posts 347 snarkmarks Registered: Jan 24th 2005 Occupation: 5 more years of BS and I'm done. WOOHOO! Location: Batavia,IL USA
This map was supposed to be released in july of '07. Unfortunately we've had some major R\L issues in the family with some members and I haven't been able to work on this map for along time.

I will try to get back on it soon and release it asap but I can't guarantee when, so I am willing to let anyone who wants to to take over and finish it if their willing. Just give me some of the credit and enjoy. If you want to attempt it just PM me and I'll get you the files
Light is faster than sound:That is why some people appear bright until you hear them speak.

Your riches in life are family and friends, everything else is just a distraction.