de_park

de_park

Re: de_park Posted by Ovary on Wed Jun 20th 2007 at 8:14am
Ovary
5 posts
Posted 2007-06-20 8:14am
Ovary
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5 posts 11 snarkmarks Registered: Jun 20th 2007
Open outdoor map. every part of the map is connected to each other somehow meaning no dead ends. I think this will make the game play more interesting.

I Will be adding more displacement rocks to the map tonight... I'm very sad
:confused: no one is replying.. god damn't people g@!$!^
Re: de_park Posted by Riven on Wed Jun 20th 2007 at 4:59pm
Riven
1640 posts
Posted 2007-06-20 4:59pm
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
You didn't care to use the SnarkPit for your images under its profile? I'm disheartened :cry: .

Looks like you have HDR in it, nice!

Although, besides the nice mapping techniques, and the displacements, the map seems pretty plain just looking at the screenies. Unfortunately though, it looks TOO open for any more fun than what a killbox could offer. Excuse me if I'm insulting you, but is this meant to be a killbox?

Oh yea, where do the wires on that telephone pole lead to? :razz:
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: de_park Posted by Ovary on Thu Jun 21st 2007 at 7:05am
Ovary
5 posts
Posted 2007-06-21 7:05am
Ovary
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5 posts 11 snarkmarks Registered: Jun 20th 2007
:smile: I swear to you the map will not be killbox like its just an open map.. displacement rocks will guide you through different paths. Dear god why hasn't anyone posted.... I really need suggestions on this map... I see like 40 replys for other maps which look even more incomplete than mine and I haven't gotten anything more than one reply... cmon people I really need your advice here.... pleeeeaaaaaaaazzzeee post!!!1 i will give u candy and beer if you do ... maybe
Re: de_park Posted by reaper47 on Fri Jun 22nd 2007 at 7:51pm
reaper47
2827 posts
Posted 2007-06-22 7:51pm
reaper47
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2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
based on a real life
uh-oh... it's good to get inspired by real-life bits and pieces of architecture but building a whole place like this can be quite a drag. Most of the virtual park is plain empty space and there's no way you'll be able to fill so much space with anything interesting.

My tip: Subtract, pick the parts that add most to gameplay and get rid of the the empty spaces between them. Sacrifice some authenticity for gameplay.
Why snark works.
Re: de_park Posted by Ovary on Sat Jun 23rd 2007 at 4:10am
Ovary
5 posts
Posted 2007-06-23 4:10am
Ovary
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5 posts 11 snarkmarks Registered: Jun 20th 2007
True True... that's the response I got over at Interlopers about the largeness. The fps is at a constant 80 as of right now on a radeon 9800xt(old ass graphics card).. I made the ground of the map out of one displacement so I could save fps and go crazy on cliff displacement . I will post more screen shots soon... You will see that the map is open but also confined to where the player can go... for example I'm gonna use the militia models of the stick barriers and build nodraw textures just above them so the player can't run all over the map like a hamster on crack. maybe I shouldn't of posted screen shots so soon as everyone is getting the impression that i can't fill the space. Thanks for the great comments... I really enjoy looking at your maps Riven its an honor to have you comment on my map... definitely keep looking at this post cause I assure you the empty space wont be as empty as you think... I think the idea of having to aim farther away makes the game more challenging and interesting... the trees and displacement will be plenty of cover to make the game play interesting sooo stay tuned..
Re: de_park Posted by Le Chief on Sat Jun 23rd 2007 at 4:52pm
Le Chief
2605 posts
Posted 2007-06-23 4:52pm
Le Chief
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2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
I'm only worried that its to open and theres not enough cover. With the type of weapons that are avaliable in Half-life 2, its not really ment for open maps at a longer range. I have said this before and I'll say it again, Half-life 2 needs a weapons like the Battle Rifle from Halo 2.

I think that with the ground, you should make it less flat. Hills go higher, dips go lower and mabye a like a little cliff like 2 meters (9 feet) high. Its ok to change the park a little bit for game play purposes.

Anyway what park are you copying?
Aaron's Stuff
Re: de_park Posted by omegaslayer on Sat Jun 23rd 2007 at 5:16pm
omegaslayer
2481 posts
Posted 2007-06-23 5:16pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
This is a CS map arron, different weapon set. There are extreme sniper rifles. If anything I think it would be too much like a killbox with its openness.
Posting And You
Re: de_park Posted by Le Chief on Sat Jun 23rd 2007 at 5:24pm
Le Chief
2605 posts
Posted 2007-06-23 5:24pm
Le Chief
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2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
omegaslayer said:
This is a CS map arron
:eek: woops. I think I automatically assume that all maps these days being posted on the maps section are hl2, and from the pics it looked like hl2.
Aaron's Stuff
Re: de_park Posted by Ovary on Sun Jul 1st 2007 at 8:51am
Ovary
5 posts
Posted 2007-07-01 8:51am
Ovary
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5 posts 11 snarkmarks Registered: Jun 20th 2007
cmonn!!!!!11
Re: de_park Posted by Cash Car Star on Sun Jul 1st 2007 at 9:25am
Cash Car Star
1260 posts
Posted 2007-07-01 9:25am
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
You need to stretch your landscape textures more. When you keep
them at the level you have, the texture repeat is very obvious.
Look at the lawn in screenshot number three - it's supposed to be grass
but it ends up looking like tile because the pattern is so obvious.