Courtyard

Courtyard

Re: Courtyard Posted by Flynn on Sun Apr 15th 2007 at 1:33pm
Flynn
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Posted 2007-04-15 1:33pm
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Hi, here is a little project I have been working on.

The "Combine staging area" was a great idea but I had nothing to base it on so I decided to use a theme that I can't go wrong with: buildings :cool:

I have created this map using a revolutionary new tactic in which I make the buildings first and then add the floor and sky etc, as apposed to making boxes of various sizes and then populating them.

Sealing the map off does lead to some inefficient space wastage, but I am pleased with the results none the less.

A thing with my earlier maps is that they haven't been populated with debris etc, so I have crammed this map full of 'em.

If you think the skybox is ugly then tell me to get shot of it and (preferably) tell me what to replace it with.

There are still alot of things wrong with this map I can say for sure (it is impossible to make a perfect map in one go) so please point them out to me :razz:

I had alot of other things I wanted to say but I went against my better judgement and didn't compile a list of them so I have forgotten alot of stuff and useful info etc :biggrin:
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Re: Courtyard Posted by Stadric on Sun Apr 15th 2007 at 7:45pm
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Needs cubemaps.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: Courtyard Posted by Flynn on Sun Apr 15th 2007 at 8:08pm
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Download with cubemaps.
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Re: Courtyard Posted by Orpheus on Sun Apr 15th 2007 at 8:10pm
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Flynn said:
Download with cubemaps.
Zip it, with cubemaps. :wink:

The best things in life, aren't things.
Re: Courtyard Posted by Stadric on Sun Apr 15th 2007 at 8:11pm
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Ok, you just moved the map up a notch. Don't release a map without built cubemaps again. Also, people prefer to download smaller zip or rar files, rather than a bsp.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: Courtyard Posted by Flynn on Sun Apr 15th 2007 at 9:02pm
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Posted 2007-04-15 9:02pm
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Moved the map up a notch? What are you talking about Stadric? :razz:

Uploaded, in Winzip, with cubemaps :redface:
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Re: Courtyard Posted by Stadric on Sun Apr 15th 2007 at 9:11pm
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Posted 2007-04-15 9:11pm
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Here are my comments thus far.

Firstly, while you had cubemaps, you didn't build them before releasing the map. Just type buildcubemaps into the console and the data is automatically stored in the bsp.

That looping wind sound is annoying, repetitive, and loud. Turn it down and add some randomly playing sounds or a soundscape for some variance.

The texture of the central displacement was missing.

Now the pics.
User posted image
The blue texture you use for the bottom part of this building is meant to be used more like windows that as a wall. Add some more brushes as lining for the blue texture.

Also, the balcony/overhang could have more detail, like pipes.

User posted image
All around this building, the window texture tiles too far down. I suggest adding some cement around the base of the building to hide this.

User posted image
Fill this empty space with something. You had time to add boxes cannisters and trash in the playable area, you have time to add some of the same to this empty space.

User posted image
The skybox buildings are low-res, try to keep them in the distance so that the player can't see them that clearly.

User posted image
The block hanging out of the roof of this building is just that, a block. Give it some angles and a roof.

Also, the broken windows texture you used on this building tiles very evidently. I would use a non-broken window texture.

User posted image
Most swing sets and slides aren't on pavement. Put some dirt of sand in there.
Also, the low-res skybox prop.

User posted image
Only a small complaint here. Those smoke stacks could be set back a bit more.

Most of the buildings in the map have flat roofs. Add some angles to 'em.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: Courtyard Posted by Flynn on Sun Apr 15th 2007 at 10:19pm
Flynn
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Posted 2007-04-15 10:19pm
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Hey thanks Stadric. I know I can always count on you to come trough :smile: I'll definately deal with those issues. Thanks for being so reliable :cool:
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Re: Courtyard Posted by Orpheus on Sun Apr 15th 2007 at 10:40pm
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Posted 2007-04-15 10:40pm
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/me looks at Flynn's profile.

Now I remember....

The best things in life, aren't things.
Re: Courtyard Posted by fishy on Mon Apr 16th 2007 at 12:51am
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Is it true that memory prompts are useful when you get old? :sailor:
i eat paint
Re: Courtyard Posted by Orpheus on Mon Apr 16th 2007 at 12:58am
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<DIV class=quote>
<DIV class=quotetitle>? quoting fishy</DIV>
<DIV class=quotetext>Is it true that memory prompts are useful when you get old? :sailor: </DIV></DIV>

Sure.

For instance: A wet pair of pants means that you missed your chance to go to the bathroom by a little while.

The best things in life, aren't things.
Re: Courtyard Posted by Flynn on Mon Apr 16th 2007 at 11:27am
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Posted 2007-04-16 11:27am
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<DIV>

<DIV>
<DIV class=quote>
<DIV class=quotetitle>? quoting Stadric</DIV>
<DIV class=quotetext>That looping wind sound is annoying, repetitive, and loud. Turn it down and add some randomly playing sounds or a soundscape for some variance.

The texture of the central displacement was missing.
</DIV></DIV></DIV>

Okay, the looping wind sound.

This time around I forgot to change it, but in the next update hopefully I shall remember.

How do I make random ambients, btw?

The reason I am not changing it this time is because compiling, embedding files, zipping and uploading is quite a hassle.

If I was allowed to update just the .bsp then I might have been able to change it;) The texture of the central displacement is now present.

<DIV>
<DIV class=quote>
<DIV class=quotetitle>? quoting Stadric</DIV>
<DIV class=quotetext>The blue texture you use for the bottom part of this building is meant to be used more like windows that as a wall. Add some more brushes as lining for the blue texture. </DIV></DIV></DIV>

You are wrong, a building had this texture in City-17. So I will leave that as it is :biggrin:

<DIV>
<DIV class=quote>
<DIV class=quotetitle>? quoting Stadric</DIV>
<DIV class=quotetext>All around this building, the window texture tiles too far down. I suggest adding some cement around the base of the building to hide this. </DIV></DIV></DIV>

User posted image

<DIV>
<DIV class=quote>
<DIV class=quotetitle>? quoting Stadric</DIV>
<DIV class=quotetext>Fill this empty space with something. You had time to add boxes cannisters and trash in the playable area, you have time to add some of the same to this empty space. </DIV></DIV></DIV>

User posted image

<DIV>
<DIV class=quote>
<DIV class=quotetitle>? quoting Stadric</DIV>
<DIV class=quotetext>Most swing sets and slides aren't on pavement. Put some dirt of sand in there. </DIV></DIV></DIV>

User posted image

[quote =Stadric]Only a small complaint here. Those smoke stacks could be set back a bit more.

<DIV>
<DIV class=quote>
<DIV class=quotetitle>? quote:</DIV>
<DIV class=quotetext>

</DIV></DIV></DIV>

I did and now you can't see them :argh:

<DIV>
<DIV class=quote>
<DIV class=quotetitle>? quoting Stadric</DIV>
<DIV class=quotetext>Most of the buildings in the map have flat roofs. Add some angles to 'em.</DIV></DIV></DIV>

Again, I haven't noticed this.

</DIV>
<DIV>
<DIV>
<DIV class=quote>
<DIV class=quotetitle>? quoting Stadric</DIV>
<DIV class=quotetext>Also, the broken windows texture you used on this building tiles very evidently. I would use a non-broken window texture. </DIV></DIV></DIV>

No idea what you mean here, but changed them anyway.

<DIV></DIV></DIV>
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Re: Courtyard Posted by Flynn on Wed Apr 18th 2007 at 10:57am
Flynn
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Posted 2007-04-18 10:57am
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Okay, I have made some updates here mainly spawned by comments on V.E.R.C. forums:

Download link: http://www.fast-files.com/getfile.aspx?file=2266

Image of a building:

http://i145.photobucket.com/albums/r233/Flynn_bucket/courtyard0006.jpg
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Re: Courtyard Posted by ReNo on Wed Apr 18th 2007 at 12:01pm
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You should put a trim between the top "layer" of the building and the roof. At the moment the transition is just a sharp and sudden edge. Break it up with a thin (8/16 unit) trim that extrudes out from the building face and maybe leans outward on its top edge, and then start the roof from set back behind it.
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Re: Courtyard Posted by Flynn on Wed Apr 18th 2007 at 7:07pm
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Haha. Knew there was something weird about that. Try this:

User posted image
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Re: Courtyard Posted by Juim on Wed Apr 18th 2007 at 7:42pm
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The trim you added seems ungainly. I would look for something texture based as there does'nt seem to be any reason for the brick tghings you added (unless they're balconies or something). Also, there are too many of the windows below that. Does'nt seem natural that there would be so many across the front.
Re: Courtyard Posted by Flynn on Thu Apr 19th 2007 at 12:00pm
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Posted 2007-04-19 12:00pm
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User posted image

Happy now? :rolleyes:
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Re: Courtyard Posted by Flynn on Sun Apr 22nd 2007 at 8:09am
Flynn
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Posted 2007-04-22 8:09am
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Okay, I have added benches. I have also made the blocked off street look dark and forboding with Combine lights:

User posted image

Obtain the updated map here:

http://www.fast-files.com/getfile.aspx?file=2981
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Re: Courtyard Posted by Flynn on Sun Jun 17th 2007 at 9:09pm
Flynn
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Posted 2007-06-17 9:09pm
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I am now in the finishing stages of this map (Thank hell), and know this: It took me a weekend to make the brush based world of this map, plus the relevant environmental entities. The other couple months I have been fighting tooth and nail to get N.P.C. type entities working properly. Now to all you multiplayer mapping naysayers: Entities aren't binary, it is not a case of "If you set them up correctly they will work". This is simply not true. They are completely non-linear in their operating. They have wasted me countless hours slaving away at the computer. I won't give any examples because inevitably ppl will say "Did you try this..." and I can't be arsed to put every single workaround I tried in here. But I got everything working moderately well. Now this is the fun bit- I am asking you to play the level! Yes, that's right. I have decided that the best way to test balance is for a few ppl to play the map. As this is a computer gaming website, I am sure that won't be a problem :smile:

There is a custom texture included in the .bsp file (I zipped it in with pakrat)

http://s24.quicksharing.com/v/9669366/Courtyard.rar.html

Warning: You need WinRar to open this one.

And for those of you who don't want the hassle of WInRar:

http://upload2.net/page/download/imPXvjJs423WkMY/CourtYard.bsp.html
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Re: Courtyard Posted by Beetle on Mon Jun 18th 2007 at 12:39am
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Posted 2007-06-18 12:39am
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I just downloaded the newest version, and that middle texture with the tree is missing for me. If that's your custom texture then its not showing up for me. If its hl2 then that explains it because i only have ep1.

http://i36.photobucket.com/albums/e3/tfcbeetle/misc/hl2error.jpg
Re: Courtyard Posted by Riven on Mon Jun 18th 2007 at 5:18am
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Posted 2007-06-18 5:18am
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Wuch ya look'n at?
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I have Half-Life 2 and it shows up as a missing texture as well; might want to re-check your pack again.

The npc's work fine, except maybe the strider, who can't interact with the player all that well because it's trapped behind a wall, and the player can play in the rest of the map without it noticing him.

The area looks fine, but you still need to buildcubemaps in console. I don't care if it's just for a test release, all released maps should have 'em built.

I think the map needs an introduction. How did the player character get there? Did he wake up in an alleyway with an HEV suit on?

The area looks almost believable and the architecture is nice, but I'm unsure of what exactly this place is. For example: there are tons of explosive barrels, yet, it looks like there are enough storefronts, and apartment building fronts leading around a central square, like a park. A park with explosive barrels? I've never heard of that, and there doesn't seem to be any indirect reason to have them there except for gameplay reason, which shouldn't be the case.

I think you should also change the soundscape. It's too repetitive and doesn't sound like anything. I'm supposing it's supposed to sound like distant wind, but just sounds like my grandmother breaking wind.

The lighting seems rather dull, except for maybe the blue lighting from the combine spotlights on the distant buildings, but I couldn't tell ya what time of day it was. Just very generic.

There is plenty of debris to make the place feel abandoned, and it seems properly placed. The decals are a nice addition and help to break up the redundancy. Although, some of the Combine decals and poster decals seem to be too close to the ground to be logical.

The gameplay by itself though is very, very hard. Even with an rpg clip of 9, and rockets strewn about the map, it just seems very unlikely that it's fair to the player to have to endure all those enemies one after the other without a break.

Overall I like how this map is progressing, and you're right, the npc's are a nice and needed addition, otherwise the map feels dead. I think adding an appropriate city soudscape will help that even more, as well as some interesting lighting. It needs a good story to belong to. Give it a reason to exist! Good job, keep it up!
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Re: Courtyard Posted by Flynn on Mon Jun 18th 2007 at 11:39am
Flynn
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Posted 2007-06-18 11:39am
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Thank you "Beetle" and "Riven".

<DIV class=quote>
<DIV class=quotetitle>? quoting Riven</DIV>
<DIV class=quotetext>I have Half-Life 2 and it shows up as a missing texture as well; might want to re-check your pack again.</DIV></DIV>

I open the "PakRat" program, I then select "Courtyard.bsp" which has a file named "Courtyard.vmt" in it (the texture file) and it has a box with a tick by it. This should mean it has worked, no?

<DIV class=quote>
<DIV class=quotetitle>? quoting Riven</DIV>
<DIV class=quotetext>The npc's work fine, except maybe the strider, who can't interact with the player all that well because it's trapped behind a wall, and the player can play in the rest of the map without it noticing him. </DIV></DIV>

I dunno what you mean here, it is not supposed to come into the main playing area.

<DIV class=quote>
<DIV class=quotetitle>? quoting Riven</DIV>
<DIV class=quotetext>

The area looks fine, but you still need to buildcubemaps in console. I don't care if it's just for a test release, all released maps should have 'em built.

</DIV></DIV>

I did build the cubemaps, so dunno what is wrong here.

<DIV class=quote>
<DIV class=quotetitle>? quoting Riven</DIV>
<DIV class=quotetext>

I think the map needs an introduction. How did the player character get there? Did he wake up in an alleyway with an HEV suit on?

</DIV></DIV>

Yes I am gonna introduce this in a text file in the WinRar file. Ideally I would like to do it within the game, but I have read tutorials and it sounds like even more hassle with extra files, so I am not sure about what I am gonna do at this point. But a simple notepad file will be my fallback.

<DIV class=quote>
<DIV class=quotetitle>? quoting Riven</DIV>
<DIV class=quotetext>

The area looks almost believable and the architecture is nice, but I'm unsure of what exactly this place is. For example: there are tons of explosive barrels, yet, it looks like there are enough storefronts, and apartment building fronts leading around a central square, like a park. A park with explosive barrels? I've never heard of that, and there doesn't seem to be any indirect reason to have them there except for gameplay reason, which shouldn't be the case.

</DIV></DIV>

Yes, this is gonna be covered when I finish the map in a text file. Basically, the Combine have closed off this abandoned area of the town to exterminate Gordon without too much fuss (and ppl knowing) but Barney went through there before and got wind of it so he hid some ammo and healthkits there and he is gonna rescue you at the end.

<DIV class=quote>
<DIV class=quotetitle>? quoting Riven</DIV>
<DIV class=quotetext>

I think you should also change the soundscape. It's too repetitive and doesn't sound like anything. I'm supposing it's supposed to sound like distant wind, but just sounds like my grandmother breaking wind.

</DIV></DIV>

I'll try to find another ambient to add to that one, and turn the volume down on it. I still like it as a backing noise though :smile:

<DIV class=quote>
<DIV class=quotetitle>? quoting Riven</DIV>
<DIV class=quotetext>The lighting seems rather dull, except for maybe the blue lighting from the combine spotlights on the distant buildings, but I couldn't tell ya what time of day it was. Just very generic.</DIV></DIV>

I tried to get an env_sun in there but I dunno how it works. I have put one in the skybox and the actual map, neither one works. Also, the sky name is "sky_day02_10" so I did try and change it to something interesting.

<DIV class=quote>
<DIV class=quotetitle>? quoting Riven</DIV>
<DIV class=quotetext>

There is plenty of debris to make the place feel abandoned, and it seems properly placed. The decals are a nice addition and help to break up the redundancy. Although, some of the Combine decals and poster decals seem to be too close to the ground to be logical.

</DIV></DIV>

I'll move some of these up, then.

<DIV class=quote>
<DIV class=quotetitle>? quoting Riven</DIV>
<DIV class=quotetext>

The gameplay by itself though is very, very hard. Even with an rpg clip of 9, and rockets strewn about the map, it just seems very unlikely that it's fair to the player to have to endure all those enemies one after the other without a break.

</DIV></DIV>

Well it has to be convincing considering the story :cool: That is a cop-out, I know :razz: I may consider removing a few Combine soldiers at the chopper scene.

<DIV class=quote>
<DIV class=quotetitle>? quote:</DIV>
<DIV class=quotetext>

Overall I like how this map is progressing, and you're right, the npc's are a nice and needed addition, otherwise the map feels dead. I think adding an appropriate city soudscape will help that even more, as well as some interesting lighting. It needs a good story to belong to. Give it a reason to exist! Good job, keep it up!

</DIV></DIV>

Yup, all these things have been considered. The story has already been mapped out; and I will change the ambient sound as well and then try to get an env_sun working :biggrin:

Edit:

I have added an env_sun entity successfully.

I have added two more ambient_generic sounds using the "city_beacon_loop1" sound and the "city_rumble_loop1" sound. I have also changed the wind sound's volume from 5 to 3.

I have moved a few Combine posters up into more viewable positions.
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Re: Courtyard Posted by Beetle on Mon Jun 18th 2007 at 2:25pm
Beetle
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Posted 2007-06-18 2:25pm
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Using PakRat apparently works different ways for different people. I recently had teh same problem. Pakrat wasn't including certain textures. In the vmt file try taking out the "/" make if there is one in the path at the very front of the file like:

<DIV class=code>Code:<PRE>"lightmappedgeneric"
{
"$basetexture" "/cncr04s/gravel/cityrbbl1_revised"
"$surfaceprop" "gravel"
"$keywords" "gravel"
}
[/pre]

That / at the basetexture beginning shouldn't be there. I took it out and it fixed it, but I've also heard some people can include the texture with it still there. Lemme know if I'm not being clear.

Should be:

<DIV class=code>Code:<PRE>"lightmappedgeneric"
{
"$basetexture" "cncr04s/gravel/cityrbbl1_revised"
"$surfaceprop" "gravel"
"$keywords" "gravel"
}
[/pre]
Oh, and a good way to test it is to temporarily change the name of whatever materials folder has the texture so it is as if you don't have the texture, and then try to play the map. Make sure to change the name back though.
Re: Courtyard Posted by Flynn on Mon Jun 18th 2007 at 3:59pm
Flynn
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Posted 2007-06-18 3:59pm
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This is the contents of the .vmt file:

"WorldVertexTransition"
{
"$basetexture" "nature/grassfloor002a"
"$basetexture2" "nature/gravelfloor003a"
"%keywords" "courtyard"
}
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Re: Courtyard Posted by Beetle on Mon Jun 18th 2007 at 4:07pm
Beetle
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Posted 2007-06-18 4:07pm
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54 posts 15 snarkmarks Registered: Dec 8th 2006
Oh well. It must be something else then. You should just hit auto in PakRat , and assuming the format is correct it should do it all for you.
Re: Courtyard Posted by Riven on Mon Jun 18th 2007 at 5:24pm
Riven
1640 posts
Posted 2007-06-18 5:24pm
Riven
Wuch ya look'n at?
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1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
I'm not sure what the problem with Pakrat is, perhaps someone else here can help you on that one. However, for the cubemaps, make sure you've already entered sv_cheats 1 BEFORE entering buildcubemaps. Otherwise it won't save the cubmaps to the .bsp after their built.

It's ok to keep that original wind loop there on a lower volume, but adding more ambient_generics are not going to make it better. You should use the env_soundscape entities. Their perfect for this job as they don't always just loop the same sound over and over again. Here is a list of all the soundscapes in HL2 with some descriptions here. And here are some of the best tutorials on soundscapes that I have found on the net over at Interlopers. Their not hard at all to use, they just have a lot of possibilities, so the tuts are a little long... [EDIT] The Interloper's tuts show you actually how to make your own custom soundscapes, If you're interested...

<DIV class=quote>
<DIV class=quotetitle>? quoting Flynn</DIV>
<DIV class=quotetext>"Ideally I would like to do it within the game, but I have read tutorials and it sounds like even more hassle with extra files, so I am not sure about what I am gonna do at this point. But a simple notepad file will be my fallback."</DIV></DIV>

To give the player an introduction shouldn't be hard at all. At least a simple fade in with some text showing the name of the map, the setting, and why you're there... No new files for that beyond the .bsp.

For lighting, I don't mean add an env_sun. That's just an effect and has no function on the actual lighting of the level. However, I do ask you to tweak with the lighting in your light_environment. But don't take the [color=#32cd32]env_sun out of the level, it should be a nice touch any way. check this list out over at the VDC. It shows the lighting angles and parameters used for their respected skybox textures in Half-Life 2. It's a good starting point. [/color]

The strider? I simply mean that it probably should either: be allowed to enter the main playing field, or, be allowed to be just a side "effect" that the player can't destroy and have it just keep walking on it's rosy way down the street. If it's supposed to shoot at the player, then for this map, it should be able to enter the main playing field. Otherwise it feels too much like a gameplay element and not a coincidence. I was able to kill it with it not ever noticing me (or shooting at me for that matter).

I personally would never leave the story up to the .txt file. Most people don't read 'em. The story should be self explanatory within the .bsp. Whether that be through some NPCs talking to the palyer character, or text scrolling across the screen like a message, or perhaps add your own sounds with your voice recorded telling the player what's gonna happen and who you are. There's all kinds of ways to do this, but if you wan't to make your level feel "real" then the appropriate thing would be to pay as much attention to story as you do the architecture and scenery. After all, If you wanted to, you could just describe what the buildings look like in the .txt and just have huge uninteresting blocks take their place in the actual .bsp.

Please, pay the same attention to detail with your story as you did with the scene.

-It's improving by the minute! Keep going!
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Re: Courtyard Posted by Flynn on Mon Jun 18th 2007 at 5:59pm
Flynn
454 posts
Posted 2007-06-18 5:59pm
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Riven, what do you think about pauses for a few seconds before the action starts up again? And I could fill in a couple segments with reflective music :smile:
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Re: Courtyard Posted by Riven on Mon Jun 18th 2007 at 6:46pm
Riven
1640 posts
Posted 2007-06-18 6:46pm
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Pauses are a good start, I also think that there needs to be some other ways of getting more health in there. Perhpas have a door open to a running zombie and after the player kills the zombie, he looks in the entrance that it came from and finds tons of health kits.
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Courtyard Posted by Flynn on Tue Jun 19th 2007 at 12:25pm
Flynn
454 posts
Posted 2007-06-19 12:25pm
Flynn
member
454 posts 695 snarkmarks Registered: Oct 1st 2004 Location: England
Nope, zombies don't fit the teme.
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Re: Courtyard Posted by Flynn on Wed Jun 20th 2007 at 3:55pm
Flynn
454 posts
Posted 2007-06-20 3:55pm
Flynn
member
454 posts 695 snarkmarks Registered: Oct 1st 2004 Location: England
<DIV class=quote>
<DIV class=quotetitle>? quoting Riven</DIV>
<DIV class=quotetext>I'm not sure what the problem with Pakrat is, perhaps someone else here can help you on that one. However, for the cubemaps, make sure you've already entered sv_cheats 1 BEFORE entering buildcubemaps. Otherwise it won't save the cubmaps to the .bsp after their built.</DIV></DIV>

Holy crap, I had no idea I had to enable cheats to make them save in the .bsp.

<DIV class=quote>
<DIV class=quotetitle>? quoting Riven</DIV>
<DIV class=quotetext>It's ok to keep that original wind loop there on a lower volume, but adding more ambient_generics are not going to make it better. You should use the env_soundscape entities. Their perfect for this job as they don't always just loop the same sound over and over again. Here is a list of all the soundscapes in HL2 with some descriptions here. And here are some of the best tutorials on soundscapes that I have found on the net over at Interlopers. Their not hard at all to use, they just have a lot of possibilities, so the tuts are a little long... [EDIT] The Interloper's tuts show you actually how to make your own custom soundscapes, If you're interested...</DIV></DIV>

Okay I'll put it on 1 :lol:

<DIV class=quote>
<DIV class=quotetitle>? quoting Riven</DIV>
<DIV class=quotetext>To give the player an introduction shouldn't be hard at all. At least a simple fade in with some text showing the name of the map, the setting, and why you're there... No new files for that beyond the .bsp. </DIV></DIV>

Have you ever used the game_text entity? If you have, then you will know that it is very limiting, and certainly not appropiate for providing a full story leading up to a map. It only allows for a medium sentence worth of information, or 255 bytes each one. Also, it doesn't wrap text. So you have to break everything up into loads of different sentences, which is simply not practical.

<DIV class=quote>
<DIV class=quotetitle>? quoting Riven</DIV>
<DIV class=quotetext>For lighting, I don't mean add an env_sun. That's just an effect and has no function on the actual lighting of the level. However, I do ask you to tweak with the lighting in your light_environment. But don't take the env_sun out of the level, it should be a nice touch any way. check this list out over at the VDC. It shows the lighting angles and parameters used for their respected skybox textures in Half-Life 2. It's a good starting point. </DIV></DIV>

Yes, I am using a particular sky and appropiate lighting settings.

<DIV class=quote>
<DIV class=quotetitle>? quoting Riven</DIV>
<DIV class=quotetext>The strider? I simply mean that it probably should either: be allowed to enter the main playing field, or, be allowed to be just a side "effect" that the player can't destroy and have it just keep walking on it's rosy way down the street. If it's supposed to shoot at the player, then for this map, it should be able to enter the main playing field. Otherwise it feels too much like a gameplay element and not a coincidence. I was able to kill it with it not ever noticing me (or shooting at me for that matter). </DIV></DIV>

Maybe you were testing and had notarget on? I have never ever experienced this before in all my playtesting(and I have done alot). As for an "effect" that would be contradictory to the theme of the map. Edit: I have added manhacks to the fray, just incase you have any doubts;)

<DIV class=quote>
<DIV class=quotetitle>? quoting Riven</DIV>
<DIV class=quotetext>I personally would never leave the story up to the .txt file. Most people don't read 'em. The story should be self explanatory within the .bsp. Whether that be through some NPCs talking to the palyer character, or text scrolling across the screen like a message, or perhaps add your own sounds with your voice recorded telling the player what's gonna happen and who you are. There's all kinds of ways to do this, but if you wan't to make your level feel "real" then the appropriate thing would be to pay as much attention to story as you do the architecture and scenery. After all, If you wanted to, you could just describe what the buildings look like in the .txt and just have huge uninteresting blocks take their place in the actual .bsp. </DIV></DIV>

Well if they don't read a file aptly named "story" then that is their own stupid fault. I know what you mean, these hyperactive kids download things all in a frenzy and skip straight to the action. It is purely their own fault if they ignore things.

<DIV class=quote>
<DIV class=quotetitle>? quoting Riven</DIV>
<DIV class=quotetext>Please, pay the same attention to detail with your story as you did with the scene.</DIV></DIV>

I will. I have the perfect basis, and from then on it will be a breeze.

Would you mind playtesting it again?
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Re: Courtyard Posted by Flynn on Thu Jun 21st 2007 at 9:21pm
Flynn
454 posts
Posted 2007-06-21 9:21pm
Flynn
member
454 posts 695 snarkmarks Registered: Oct 1st 2004 Location: England
Okay I have made the following changes:

Now you must bust the Strider by utilising explosive barrels instead of the R.P.G.

5 Manhacks added to compliment the Strider.

I have added some secret supplies on the ledge of a building (your job to find out which one :wink: )

Added 30 second pauses inbetween the action.

Here is the .bsp:

http://upload2.net/page/download/F8Ztc451xZTJ1j9/CourtYard.bsp.html

I can't be bothered with all that WinRar nonsense, sorry.
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Re: Courtyard Posted by Finger on Thu Jun 21st 2007 at 9:57pm
Finger
672 posts
Posted 2007-06-21 9:57pm
Finger
member
672 posts 1460 snarkmarks Registered: Oct 13th 2001
"I can't be bothered with all that WinRar nonsense, sorry."

......

Whether you realize it or not, Snarkpit members taking their time to critique and help you with your map, do so at some loss of their own personal time. The least you can do is accomodate us with a zipped file - if you can't be bothered with that, then I'm afraid you will find many who can't be bothered with downloading. Right click...compress to Zip; how hard is that? :wink:
Re: Courtyard Posted by Flynn on Thu Jun 21st 2007 at 11:04pm
Flynn
454 posts
Posted 2007-06-21 11:04pm
Flynn
member
454 posts 695 snarkmarks Registered: Oct 1st 2004 Location: England
What is the point? It's only one file... :confused:

Edit: anyway, playtesting is fun.
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Re: Courtyard Posted by Finger on Thu Jun 21st 2007 at 11:52pm
Finger
672 posts
Posted 2007-06-21 11:52pm
Finger
member
672 posts 1460 snarkmarks Registered: Oct 13th 2001
The point is, it's a courteous gesture, if nothing else. Plus, Bsp files zip up quite a bit.

Sure, playtesting is fun...but so is working on my own level, and I've only got about 2 hours out of the day to do that. The people who have been here a while, who can give you real quality advice, have played so many maps that after a while it isn't so much 'fun' as it is an effort to help YOU improve YOUR map.

Where the hell is Orpheus, the file size nazi, when we need him?

Anyway, I'll download and give some advice when I get a chance....but do us a favor, and please 'be bothered' to do those little things that make it easy for us to help you.
Re: Courtyard Posted by Flynn on Fri Jun 22nd 2007 at 12:01am
Flynn
454 posts
Posted 2007-06-22 12:01am
Flynn
member
454 posts 695 snarkmarks Registered: Oct 1st 2004 Location: England
I don't get it apart from the compression part of it only one and a half megabytes! I mean-who can't download one and a half megabytes!? Also, it makes more trouble for you as well, because you download it, then the WinZip/WinRar thing comes in your face saying how many days you have used it and stuff, and then you need to go into it, find your hl2\maps folder (Opening alot of directorys which is bothersome) and then unzip it into there! When you download the .bsp you can save it straight to your maps directory! Please tell me how zipping it is courteous. I'm all for that but I simply don't see how it is. I for one am always caught out when I download a map then it wants me to unzip everything. It always catches me offguard.
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Re: Courtyard Posted by Naklajat on Fri Jun 22nd 2007 at 2:06am
Naklajat
1137 posts
Posted 2007-06-22 2:06am
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
1) Not everyone has broadband, believe it or not.
2) Some people have monthly transfer limits, for them every MB counts.
3a) It's the generally accepted way to distribute a map pretty much everywhere in the FPS mapping community as a whole.
3b) It shows you're not a lazy bum or dense as a post and critiquing your map will likely be worthwhile.

o

Re: Courtyard Posted by Stadric on Fri Jun 22nd 2007 at 4:26am
Stadric
848 posts
Posted 2007-06-22 4:26am
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
Thank heaven nothing changed while I was gone!
relieved sigh

As has been said, zip it. Think of all the poor children in the world that would love to have your internet connection. I swear there should be a "the more you know" poster for teh internetz.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: Courtyard Posted by Flynn on Fri Jun 22nd 2007 at 11:43am
Flynn
454 posts
Posted 2007-06-22 11:43am
Flynn
member
454 posts 695 snarkmarks Registered: Oct 1st 2004 Location: England
<DIV class=quotetext>[quote=ron Von Snickers]1) Not everyone has broadband, believe it or not.
2) Some people have monthly transfer limits, for them every MB counts.
3a) It's the generally accepted way to distribute a map pretty much everywhere in the FPS mapping community as a whole.
3b) It shows you're not a lazy bum or dense as a post and critiquing your map will likely be worthwhile.[/quote]</DIV>
<DIV class=quotetext> </DIV>
<DIV class=quotetext>1. Everyone except Orpheus at the SnarkPit does, and he doesn't map for H-L 2 anyway so...</DIV>
<DIV class=quotetext> </DIV>
<DIV class=quotetext>2. Okay, point taken.</DIV>
<DIV class=quotetext> </DIV>
<DIV class=quotetext>3a. I'll have to take your word on this.</DIV>
<DIV class=quotetext> </DIV>
<DIV class=quotetext>3b. Well there is no way a dumb person can make a map so that is a moot point. </DIV>
Okay, now I have added the .vmt file with the .bsp file and overwritten the original .bsp file with the one that I added the .vmt to. It has the .vmt file in it, but there is no tick in the box next to it, even though I hit "Auto" in PakRat.

Well even thought it is totally pointless...

I have zipped it...

Here you go:

http://s21.quicksharing.com/v/3456285/courtyard.zip.html

Happy now? :rolleyes:
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Re: Courtyard Posted by Stadric on Fri Jun 22nd 2007 at 5:51pm
Stadric
848 posts
Posted 2007-06-22 5:51pm
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
Not happy, just less unhappy. Downloading now...
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: Courtyard Posted by reaper47 on Wed Jun 27th 2007 at 8:11pm
reaper47
2827 posts
Posted 2007-06-27 8:11pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
First, I'd like to say, compared to the early, early maps you posted some time ago, this is a HUGE improvement. The architecture looks pretty nice (although standard HL2) and the entity work is pretty well done.

But still, there's way too much missing.
  • I was greeted by a big, pink error texture beneath the tree, probably a custom one not included with the BSP. Some files mentioned in the readme were nowhere to be found in the ZIP file, also noone needs the VMF. (google for a program called packrat, it lets you include all files in the BSP)
  • cubemaps aren't run or existing. Unacceptable for any map release.
http://developer.valvesoftware.com/wiki/Cubemaps
  • Gamplay is WAY too hard. It was frustrating. Remember to multiply the felt difficulty of your own game experience by a factor of 3 or more, as others have no idea where the goodies are hidden, what enemies to look for ect. ect.
  • It's a friggin' killbox! A SP killbox. That makes it feel like a testing ground for someone who learns to map (what is probably the case) but you need to hide it better. I felt very constrained in there. If you had at least added a few more height levels, cover ect. it would have been more fun. But add some progression next time.
Nice demonstration of your improved mapping skills, but the final product feels too much like a "test" map.
Re: Courtyard Posted by grinder on Fri Sep 14th 2007 at 12:30pm
grinder
2 posts
Posted 2007-09-14 12:30pm
grinder
member
2 posts 0 snarkmarks Registered: Jul 21st 2005
Lately i was publish review of Your HL2 Addon:
http://www.grinder74.com/hl2-mapy/courtyard.html

my blog only in Polish, but You can use one
of online translate sites for reading the review

if You have any important informations for this addon
please send me this by e-mail i will publish this

if You publish any other addon send me a info too :)
HL2 & HL1 SP Maps & Mods Polish Database
http://www.grinder74.com