Lockdown2

Lockdown2

Re: Lockdown2 Posted by mrnatural332000 on Sun Sep 23rd 2007 at 9:38am
mrnatural332000
29 posts
Posted 2007-09-23 9:38am
29 posts 33 snarkmarks Registered: Aug 21st 2007
howdy all............im redesigning lockdown and i have a small unfinshed map of it on my web site. id like some serious comments.

thanks
Re: Lockdown2 Posted by Le Chief on Mon Sep 24th 2007 at 8:59am
Le Chief
2605 posts
Posted 2007-09-24 8:59am
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2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
The level geometry is way to linear, its almost like half-life 1, and the walls are plain, But keep it up, it looks like its still in the early stages:).
Aaron's Stuff
Re: Lockdown2 Posted by mrnatural332000 on Mon Sep 24th 2007 at 1:20pm
mrnatural332000
29 posts
Posted 2007-09-24 1:20pm
29 posts 33 snarkmarks Registered: Aug 21st 2007
ok
Re: Lockdown2 Posted by FatStrings on Mon Sep 24th 2007 at 1:34pm
FatStrings
1242 posts
Posted 2007-09-24 1:34pm
1242 posts 144 snarkmarks Registered: Aug 11th 2005 Occupation: Architecture Student Location: USA
aaron is definately right, just in those three screenies there is this boxy feel to the map that you want to avoid, make it feel natural, also, unless the building flooded that water filled spot doesn't seem like a place where water would be, maybe replace that with a drainage pipe or something like that [/2cents]
Re: Lockdown2 Posted by reaper47 on Mon Sep 24th 2007 at 6:51pm
reaper47
2827 posts
Posted 2007-09-24 6:51pm
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2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
My personal gripe would be that there are enough lockdown-themed maps floating around already. If you want to put in so much effort, I would personally try a different theme and completely new layout altogether.

I much preferred the theme of your other map which, while a little gray and random, at least offered visuals you won't find in HL2DM default maps.
Why snark works.
Re: Lockdown2 Posted by FatStrings on Mon Sep 24th 2007 at 7:57pm
FatStrings
1242 posts
Posted 2007-09-24 7:57pm
1242 posts 144 snarkmarks Registered: Aug 11th 2005 Occupation: Architecture Student Location: USA
agreed
Re: Lockdown2 Posted by mrnatural332000 on Mon Sep 24th 2007 at 10:49pm
mrnatural332000
29 posts
Posted 2007-09-24 10:49pm
29 posts 33 snarkmarks Registered: Aug 21st 2007
yeah.....well i wont abandon it. i already spent about ten hours on it now....ive added alot since. i didnt know there was lockdown based themes around. either way this is lockdown2 and im sticking with it.
Re: Lockdown2 Posted by haymaker on Tue Sep 25th 2007 at 7:05am
haymaker
439 posts
Posted 2007-09-25 7:05am
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439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>
Ill just point out there is an existing map named "dm_lockdown2". ripped from the sp level in nova prospekt
Re: Lockdown2 Posted by reaper47 on Tue Sep 25th 2007 at 9:30am
reaper47
2827 posts
Posted 2007-09-25 9:30am
reaper47
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2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Well, if you want to go all the way, then I'd pay attention to lighting. Add some cold, blueish lights in-between, the map's lit too yellow now. Also look at how the original lockdown uses spotlights. They're very bright (with "constant" values in the spotlight properties set to "10000" or more). There's an sdk_lockdown example map somewhere in the SDK folders. You might want to check it out!
Why snark works.
Re: Lockdown2 Posted by Riven on Tue Sep 25th 2007 at 11:17pm
Riven
1640 posts
Posted 2007-09-25 11:17pm
Riven
Wuch ya look'n at?
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1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Well, I would advise not continuing either, but you already made your claim, so I'll move on...

It seems you?re approaching this map with the idea in mind of taking all the best things you experienced in Lockdown, and recreating them here, but with a different layout.

I don't know how close you're sticking to the original, but I'd say (and I know it's only 10% complete) that in order to make it any more interesting, you will need to "invent" new or more interesting architecture. The first shot looks like it's just a box with a guard office up top. Why would there need to be a guard office up top? There are no cells to watch, and that area doesn't seem to be one of particular importance. Give it your own reason or setting. Even with the columns it still remains uninteresting. With the height of the "tower room" perhaps you can contrast that by making a "secret" or open access to a basement in the same area, make it a kitchen or laundry mat. It will make the player want to explore your map.

In order to make a map like this, you will need to work extra hard to make it exciting, because this map is one that EVERYONE already has, and to tell them that they're about to play Lockdown2!!! Doesn't really sound all that enticing, but I'm sure they'll let it finish loading out of curiosity. If you want to keep them in the map however, you will need to surprise them with the difference of how it actually looks. Sure you can have the familiar landmarks from the original like the "office tower" but give it a different context to exist in. Perhaps a work yard, or the warden's office overlooking the complex; catwalks following the walls from watch tower to watch tower. That's what will keep the players there, and will also want to make them explore too!

About the only thing keeping me interested in the map now (via screenshots) is the third one of the water. I'd like to know why there is water there! Can I turn it off? if I open a door will it leak into the next room? Can I go under it to reach a hidden place that will take me behind enemy lines? Players ask questions like that (subconsciously) and consciously as they play a person's map. So you can treat this as an aspiration to surprise players with a totally different take on the theme! A little bit harder work imo (that's why most people shy away from this kind of idea) but a worthy challenge, so if you?re up to it, then by all means, don?t let me discourage you! Please, proceed! :biggrin:
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Lockdown2 Posted by Le Chief on Wed Sep 26th 2007 at 7:47am
Le Chief
2605 posts
Posted 2007-09-26 7:47am
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I recommend inaccessible areas that can be seen by the players and height variation.
Aaron's Stuff
Re: Lockdown2 Posted by mrnatural332000 on Wed Oct 3rd 2007 at 12:35am
mrnatural332000
29 posts
Posted 2007-10-03 12:35am
29 posts 33 snarkmarks Registered: Aug 21st 2007
i already have watch towers in mind and a courtyard
Re: Lockdown2 Posted by mrnatural332000 on Sat Oct 6th 2007 at 11:08am
mrnatural332000
29 posts
Posted 2007-10-06 11:08am
29 posts 33 snarkmarks Registered: Aug 21st 2007
Ok i added a bit to the level........be sure to check out the " destruction " areas i made thoughout the map.
Re: Lockdown2 Posted by reaper47 on Sat Oct 6th 2007 at 5:35pm
reaper47
2827 posts
Posted 2007-10-06 5:35pm
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2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Please document with screenshots!
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Re: Lockdown2 Posted by mrnatural332000 on Sun Oct 7th 2007 at 5:59am
mrnatural332000
29 posts
Posted 2007-10-07 5:59am
29 posts 33 snarkmarks Registered: Aug 21st 2007
User posted image

secret area leading to another cell.

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User posted image

the watchtower and courtyard

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User posted image

a group of cells.

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User posted image

the watchtower overlooking the entrances to the two cell rooms and destroyed sections of the ceiling. and a piller.

<div class="abouttext">Message submitted 6 minutes after original post:</b></div>
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A dead end but nicely done

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User posted image

new and improved washing facility

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i might implement another section to the catwalk which goes into another building.

im going to learn softimage and design a few things for this map. afterall designing is designing. im going to include a bench press, dumbbells, refrigerator and items for the cafeteria.
Re: Lockdown2 Posted by mrnatural332000 on Wed Oct 10th 2007 at 1:07am
mrnatural332000
29 posts
Posted 2007-10-10 1:07am
29 posts 33 snarkmarks Registered: Aug 21st 2007
reaper47 said:
Well, if you want to go all the way, then I'd pay attention to lighting. Add some cold, blueish lights in-between, the map's lit too yellow now. Also look at how the original lockdown uses spotlights. They're very bright (with "constant" values in the spotlight properties set to "10000" or more). There's an sdk_lockdown example map somewhere in the SDK folders. You might want to check it out!
i did as you said and added some blue lighting......it is too yellow. i didnt make the blue as bright as the yellow but added it just to blend in with it.

btw does anyone know where i can get the orgional lights.rad file from? or someone could copy and paste it here. i deleted half mine cause i thought it was causing compilng problems. haha......well not quite half. just two lines. but id like to compile it with the FULL rad file not just partial.

thank you.
Re: Lockdown2 Posted by reaper47 on Fri Oct 12th 2007 at 5:25pm
reaper47
2827 posts
Posted 2007-10-12 5:25pm
reaper47
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2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
If I'm not mixing things up terribly, the lights.rad file is obsolete for the Source engine as little to no light is emitted from light-textures.

For HL1 the file contained lighting settings for textures (like "neonlight1 255 255 255 300" or something). You'd apply the "neonlight1" texture to a little brush shaped like a neon-light and it would automatically emmit light. No entities needed.

In HL2 you use props instead of just texturing a brush. There are seperate light or light_spot entities and lights.rad isn't used anymore. It would still work in theory, with the right settings and stuff, but I doubt there are any official maps that use it (or custome maps for that matter...).

No need to worry.
Why snark works.
Re: Lockdown2 Posted by mrnatural332000 on Fri Oct 12th 2007 at 11:15pm
mrnatural332000
29 posts
Posted 2007-10-12 11:15pm
29 posts 33 snarkmarks Registered: Aug 21st 2007
the texure lighting still works. as in my level i have brush based light fixtures. and the compiler parses lights rad. at least thats what it says in the compiler window scrennie. haha.
Re: Lockdown2 Posted by reaper47 on Sat Oct 13th 2007 at 6:47pm
reaper47
2827 posts
Posted 2007-10-13 6:47pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Either you're up to something I never realized (which is well possible) or you're misinterpreting the compiler window. I for once see no brush lights in your screens. Looks like props.

Do prop textures emit light? That would be awesome.
Why snark works.
Re: Lockdown2 Posted by haymaker on Sat Oct 13th 2007 at 8:37pm
haymaker
439 posts
Posted 2007-10-13 8:37pm
haymaker
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439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
Looking good. Again, you're gonna have to look for a different name though.
http://www.fpsbanana.com/maps/16113

{ There are light_emitting textures available, filter "light"...but you knew that already reaper47. }
Re: Lockdown2 Posted by mrnatural332000 on Sun Oct 14th 2007 at 1:49am
mrnatural332000
29 posts
Posted 2007-10-14 1:49am
29 posts 33 snarkmarks Registered: Aug 21st 2007
yeah ill look for a differant name

seeing as to the fact lockdown 2 is done
Re: Lockdown2 Posted by mrnatural332000 on Sun Oct 14th 2007 at 12:50pm
mrnatural332000
29 posts
Posted 2007-10-14 12:50pm
29 posts 33 snarkmarks Registered: Aug 21st 2007
i think ill call it breakout
Re: Lockdown2 Posted by mrnatural332000 on Tue Oct 16th 2007 at 2:50am
mrnatural332000
29 posts
Posted 2007-10-16 2:50am
29 posts 33 snarkmarks Registered: Aug 21st 2007
all thats really left to do is the models. so this map is pretty much done. im calling it breakout and you can download the beta from my website on the main page. www.deadagainfragfest.com . i got rid of the water. added a few rooms.