Corridors

Corridors

Re: Corridors Posted by Flynn on Thu Nov 13th 2008 at 10:25pm
Flynn
454 posts
Posted 2008-11-13 10:25pm
Flynn
member
454 posts 695 snarkmarks Registered: Oct 1st 2004 Location: England
Hello I posted about this map I was making before because my ideas dried up. I got some suggestions from aaron_da_killa so I went away and tried to implement those suggestions. I have finished the major brush work in this map now and would like to have some suggestions about what to do with the main areas, like what they should be, etc. As you can see, I am going for a sort of officey type theme.

I have not started placing decals yet so only the essential ones are there. Lights have also not been added. The reason for this is that I want to put stuff like trash, chairs, tables etc in the map before I do that. I would like to build the map in stages. There are several functioning entity setups in the map which I put in there because I wanted to get them over and done with so are by no means final.

Installing the map

There are 4 blended textures in the .zip file which you will need or the brushes with those textures on will display pink and black. The files you will need are called .vmt files and need to be placed in C:program filesvalvesteamsteamappsyour steam account name goes herehalf-life 2hl2materials

Map download link:

http://www.datafilehost.com/download-6854f833.html

Known issues:

When you get to the Combine generator, incase you are wondering why it doesn't have a Combine ball in it, it is because the ball was still lingering when the entity that made it was killed. I tried disabling the entity that makes the Combine balls but that didn't work either.

When you shoot the plug for the Combine shield the plug goes through the wall for some reason. I tried putting clip brushes of all sorts on the wall, still nothing. I also tried parenting a func_physbox to the plug which needless to say didn't work.

Screenshots are below:

[IMG]http://i145.photobucket.com/albums/r233/Flynn_bucket/corridors0012.jpg[/IMG]

[IMG]http://i145.photobucket.com/albums/r233/Flynn_bucket/corridors0013.jpg[/IMG]

[IMG]http://i145.photobucket.com/albums/r233/Flynn_bucket/corridors0014.jpg[/IMG]

[IMG]http://i145.photobucket.com/albums/r233/Flynn_bucket/corridors0015.jpg[/IMG]

[IMG]http://i145.photobucket.com/albums/r233/Flynn_bucket/corridors0016.jpg[/IMG]

[IMG]http://i145.photobucket.com/albums/r233/Flynn_bucket/corridors0017.jpg[/IMG]

[IMG]http://i145.photobucket.com/albums/r233/Flynn_bucket/corridors0018.jpg[/IMG]

[IMG]http://i145.photobucket.com/albums/r233/Flynn_bucket/corridors0019.jpg[/IMG]

[IMG]http://i145.photobucket.com/albums/r233/Flynn_bucket/corridors0020.jpg[/IMG]

[IMG]http://i145.photobucket.com/albums/r233/Flynn_bucket/corridors0021.jpg[/IMG]
Just Kidding

Just Kidding
Re: Corridors Posted by haymaker on Fri Nov 14th 2008 at 2:59am
haymaker
439 posts
Posted 2008-11-14 2:59am
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
everything looks good in the screens except for that stairwell in pic 3, that is just wrong. If it absolutely must go there change the orientation of the surrounding walls so they line up, and create a bit more space around it for gameplay options.

Also on your ramped surfaces change the texture to either plain concrete or something like the black textured train floor, looks odd with the continuation of tiles like that
Re: Corridors Posted by Le Chief on Fri Nov 14th 2008 at 3:38am
Le Chief
2605 posts
Posted 2008-11-14 3:38am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
I lost my post :cry:

Anyway, its defiantly improved since last time. Here are some points:

-The map is still full bright! Not exactly sure why your doing that but its a good idea to do rough brush work first (which is finished), than add in basic prop placement and lighting so you can start to see the composition of the map and reiterate over that. Doing the brush work first, finalizing it, than doing prop placement, finalizing it, than doing lighting... that's not a real good idea.

-The map was fairly linear, it was pretty obvious there was one path to follow. Perhaps add some more rooms or spaces that aren't essential in the map, but give the player an opportunity to explore. Remember on occasion to reward the player for their exploration.

-The map still does not have a defanate consistent theme, it looks like a mixture of industrial and residential and that's not very appealing. Let's look at the Nova Prospekt interiors. You may notice that they use a very specific range of props and textures aswell as lighting and architecture and even sound design! The mixture of these 5 elements are used very consistently and it makes it a very strong theme.

The Nova Prospect interiors probably have a few sub themes such as:

-Jail Cells
-Control Room
-Kitchen/Cafeteria
-Laundry

These sub themes have similar properties such as lighting and texture choices which make them work well together, and it keeps it fresh when your running through the Nova Prospekt chapter, just running through the Jail cells would be boring as hell!

I'm not saying that you should copy the Nova Prospekt theme or a theme from Half-life 2, but you need to define a main theme for your map or a section of your map such as for example "Abandon casual industrial interior that has now been overrun with the combine", than your sub themes, like "Corridors, storage room, basement" or whatever. But remember, you need to be consistent in those 5 aspects and it needs to make sense.

Hopefully that all makes sense.
Aaron's Stuff
Re: Corridors Posted by amanderino on Fri Nov 14th 2008 at 9:02am
amanderino
205 posts
Posted 2008-11-14 9:02am
205 posts 21 snarkmarks Registered: Nov 13th 2006 Location: United States
I don't think there is anything wrong with doing lighting after brush and prop work besides that it's going to take longer to do. By placing basic lighting as you go along helps you get more solid ideas and saves time in the long run, but again, I don't think it's straight out wrong. But I don't know, I think I'm terrible at level design, so I'm probably wrong on that. :P
Re: Corridors Posted by Flynn on Fri Nov 14th 2008 at 10:35pm
Flynn
454 posts
Posted 2008-11-14 10:35pm
Flynn
member
454 posts 695 snarkmarks Registered: Oct 1st 2004 Location: England
aaron_da_killa said:
I lost my post :cry:

Anyway, its defiantly improved since last time. Here are some points:

-The map is still full bright! Not exactly sure why your doing that but its a good idea to do rough brush work first (which is finished), than add in basic prop placement and lighting so you can start to see the composition of the map and reiterate over that. Doing the brush work first, finalizing it, than doing prop placement, finalizing it, than doing lighting... that's not a real good idea.

-The map was fairly linear, it was pretty obvious there was one path to follow. Perhaps add some more rooms or spaces that aren't essential in the map, but give the player an opportunity to explore. Remember on occasion to reward the player for their exploration.

-The map still does not have a defanate consistent theme, it looks like a mixture of industrial and residential and that's not very appealing. Let's look at the Nova Prospekt interiors. You may notice that they use a very specific range of props and textures aswell as lighting and architecture and even sound design! The mixture of these 5 elements are used very consistently and it makes it a very strong theme.

The Nova Prospect interiors probably have a few sub themes such as:

-Jail Cells
-Control Room
-Kitchen/Cafeteria
-Laundry

These sub themes have similar properties such as lighting and texture choices which make them work well together, and it keeps it fresh when your running through the Nova Prospekt chapter, just running through the Jail cells would be boring as hell!

I'm not saying that you should copy the Nova Prospekt theme or a theme from Half-life 2, but you need to define a main theme for your map or a section of your map such as for example "Abandon casual industrial interior that has now been overrun with the combine", than your sub themes, like "Corridors, storage room, basement" or whatever. But remember, you need to be consistent in those 5 aspects and it needs to make sense.

Hopefully that all makes sense.
Shame that you lost your post :( I always hate it when that happens. You just send it and then when it comes up "This webpage cannot be displayed" you realise that very moment that you have been caught out by that bug again. What I tend to do is copy my message before I posted it, I know it won't ease the frustation, though it is useful to get into the habit of.

Anyway, aaron, how is it that you are so consistant with replying? Whatever the reason I am sincerely grateful :) Don't you ever get to the forums and see a new thread and think to yourself "Oh, that is new I'd better have a look at it" and then afterwards think "Hmmm, maybe not, I don't want to get involved in that right now" and then not get round to it?

While I was typing that I was thinking, maybe I am working towards a "feel" too much with my maps and not a specific thing. That could be a reason why they sometimes seem vague and undefined. I think that I am making a basic outline and then deciding what it is going to be rather than deciding what it is that I want to map if you get what I mean.

On your initial point, I said in the first post why the map is full bright, essentially because I would like to do the brush work, decal placement and prop placement before going into the lighting stage.

You say that my map seems to be confused with what it is portraying. At the start you know that bit where you go down into those old looking rooms with all the pipes? Those are supposed to be maintainence rooms, the very utilitarian places that you come across in offices, the sort of place where you would find the mops, brooms, water stopcocks, and boilers etc. So what I am trying to say is that in my vision of an office, atleast, those sort of industrial type places do fit in.

What you are saying about the map feeling fairly linear, I can't help but beg to differ with this. Near the begining after coming out of the maintainence rooms you can go into a room which has doors in it and a room with a collapsed roof and debry in it. In the hallway with the headcrabs coming out of the hole in the ground there is also a maintainence type room which has an electric conduit in it which hurts you if you go too near it. When you go into the maintainence corridors which has the Combine generator in it and then come out into the main room you can go through a short corridor to get to the hallway with the headcrabs coming out of the floor again. In the same room, there is also a broken lift which the player can use by pressing the button and the thing frying. Then, again, in the bit after the automatic stopping and starting fan there is yet another maintainence room which the player can go into. Since starting this post I have made a small corridor loop to add to the areas that the player can go to.

I have not finalised what is gonna happen in the areas I have created, I have got a few ideas for the smaller ones but I am at a loss for what to do with the one mainly with the stairs in it.

Again aaron, thanks for the huge effort you have made to help me on this map! It really is hugely appreciated as you are one of the few people here around on SnarkPit and it can't be easy helping everyone out.
everything looks good in the screens except for that stairwell in pic 3, that is just wrong. If it absolutely must go there change the orientation of the surrounding walls so they line up, and create a bit more space around it for gameplay options.

Also on your ramped surfaces change the texture to either plain concrete or something like the black textured train floor, looks odd with the continuation of tiles like that
Thanks for taking the time to help me with my map. Yes-I knew something didn't look right with the stairs in that room. I think I was trying too hard with that room not to make it feel boxy. Originally I wasn't gonna have a staircase in that room, I think that is why it looks like it does. When I was building it, I knew it didn't look right but I couldn't line it up on the same angles as the room because it wouldn't snap to the grid. So basically it was a brush nightmare! I have made more room towards the left side by moving the wall brushes, but that is the best I can do in that department of the map. I guess it will just have to be accepted as one of the quirks of the map. Hopefully people will see it as a charmful feature :D

I do not find the tiles on the sloped surfaces at all odd for some reason :confused: I experimented with your suggestion of putting a normal concrete texture on there but it didn't look any good to me. I will use the same picture in my original post to compare to a picture where the slopes have been changed to concrete:

[IMG]http://i145.photobucket.com/albums/r233/Flynn_bucket/corridors0000-1.jpg[/IMG]

I don't know about you but that just doesn't do it for me.

Edit: It wasn't by any chance an "access denied" error you got, aaron? I just got one saying "you must wait atleast seconds before posting again". Yes, that is not a typing error, it didn't have a figure before the word "seconds". That must be infuriating when you have just made a long post! Thankfully I had it copied though, or I would have been :dizzy:
Just Kidding

Just Kidding
Re: Corridors Posted by Le Chief on Sat Nov 15th 2008 at 3:15am
Le Chief
2605 posts
Posted 2008-11-15 3:15am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Flynn said:
Anyway, aaron, how is it that you are so consistant with replying? Whatever the reason I am sincerely grateful smiley Don't you ever get to the forums and see a new thread and think to yourself "Oh, that is new I'd better have a look at it" and then afterwards think "Hmmm, maybe not, I don't want to get involved in that right now" and then not get round to it?
Yeah I do and I guess thats what prevents me from posting multiple times on a daily basis, but I do like running around in other peoples work and commenting and such, and I like to hang out on the pit :).
Flynn said:
On your initial point, I said in the first post why the map is full bright, essentially because I would like to do the brush work, decal placement and prop placement before going into the lighting stage.
Fair enough, I guess everybody has a different approach to mapping. I just think that its kind of better to see everything together so you get a good Idea of how everything is going to look right from the beginning. I mean, I tried once to do things in a specific order and I found that I was spending too much time trying to think how things would look if there was lighting, and if there was props and such, and I ended up changing it in the end anyway.
Flynn said:
What you are saying about the map feeling fairly linear, I can't help but beg to differ with this. Near the begining after coming out of the maintainence rooms you can go into a room which has doors in it and a room with a collapsed roof and debry in it. In the hallway with the headcrabs coming out of the hole in the ground there is also a maintainence type room which has an electric conduit in it which hurts you if you go too near it. When you go into the maintainence corridors which has the Combine generator in it and then come out into the main room you can go through a short corridor to get to the hallway with the headcrabs coming out of the floor again. In the same room, there is also a broken lift which the player can use by pressing the button and the thing frying. Then, again, in the bit after the automatic stopping and starting fan there is yet another maintainence room which the player can go into. Since starting this post I have made a small corridor loop to add to the areas that the player can go to.
I'm not trying to say that your map is completely linear, but I think it could be less linear, and I'm talking in terms of layout, not architecture or gameplay, those are different types of things. Linerality isn't exactly frowned upon in maps, but non linearity is generally a good thing, you want to make the player think that they are choosing their own path through the world and there are many tricks you can deploy to make them feel like this as best as you can such as:

-Non playable spaces that the player can see but not get to, and you had a few of those. The more the better but don't let them come at the expense of actual playable areas.
-Paths that branch off from the main pathway through the map that offer players an opportunity to explore the world a bit more. And you had a few of these, but I think you need to work on this a bit more, up the scope and scale of these "alternate areas".
-Closed doors/blocked off or closed pathways, you don't want to be having plain/bare hallways and plain rooms, you want to be having doors and other pathways along the way that the player can't venture down aswell. Try to imagine that the environment your creating is real, how will people enter and exit, what will each place be used for and such.

And you mentioned the collapsed roof and the debris, you need to smooth out that displacement a bit, its very spiky, perhaps make the radius of the "displacement paint brush" larger when you work on it next time.
haymaker said:
everything looks good in the screens except for that stairwell in pic 3, that is just wrong. If it absolutely must go there change the orientation of the surrounding walls so they line up, and create a bit more space around it for gameplay options.
Actually I was going to mention this but I forgot. I don't think there is anything wrong with stairs being there, but the stairs are at an awkward angle, you have the hallway going at a 45 degree angle than you have stairs going at a 90 degree angle. I think if you rotate that whole stair setup 45 degrees counter clockwise it would be better.

Anyway, most of my comments are based on the layout because I can't really judge on the aesthetics of the map, add in some lighting and prop placement and I think I can tell you what I think about the aesthetics, its hard for me to tell at this point.

As for my lost post, it was some server error, can't exactly remember what. Shame on me for not pasting my post in notepad beforehand, it was one of the rare occasions where I didn't do it.
Aaron's Stuff
Re: Corridors Posted by Riven on Sat Nov 15th 2008 at 4:19am
Riven
1640 posts
Posted 2008-11-15 4:19am
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Now that I have time during my break, I can sit down to type up some long crits now, yay!

Here we go...

I'll start from the beginning; never let the player get hurt in order to learn something. The steam coming from the floor as soon as you walk over it is a cheap trick that will only upset a player. They have no idea it's there and yet as soon as they pass over it (unknowingly) they get half their life taken away (or killed). These are grounds for a player to quit your map right then and there. Rule of Thumb, always present obstacles a player can foresee and plan for. If an obstacle can hurt a player never make the damage necessary. There should be a way to get around the obstacle without taking damage. If the player must take damage in order to pass the obstacle, make sure their well prepared for it.

-Why can't I destroy some of the early crates I come across in the map? You can't ignore the fact that most of your players will have already played Half-Life 2 and will be used to those game mechanics. If a crate cannot be destroyed (which they can in HL2) then make sure there is a reason why, or make it evident that these crates are different than regular crates.

-For doors with a handle on them that are locked, make sure they have a 'locked' sound to them and not a unlock sound when a player goes to use them. This was kind of confusing for me at first, until I understood the problem.

-Some of your doors are partially open, but unmovable. This will only confuse a player. Partially open doors imply entrance. Why would a door with a handle that was already partially opened not open all the way for a player wanting to use it? This doesn't make sense at all. Closed doors that a player cannot go through, should be closed. Believe me, if you're trying to add depth to the env. by having them partially open so you can see into them a little, it doesn't affect much. It's better off closing them all the way. This will keep the player from wasting time on something that adds nothing to the gameplay value but only deceives the player into thinking so.

For your Combine gate:
[IMG]http://i158.photobucket.com/albums/t103/Riven_bucket/corr_riven1.jpg[/IMG]
Go ahead and move the gate stalls so that they line up on the 90 degree mark instead of on the diagonal like that; That just looks weird and not very well planned. Also, I saw the game before I noticed the button, and I had backed up into the button knocking it off (instead of grabbing it with use). Make it to where the player can't accidentally knock off the button in order to open the gate.

The big pipe here:
[IMG]http://i158.photobucket.com/albums/t103/Riven_bucket/corr_riven2.jpg[/IMG]
-Is completely in the way of the console that the player HAS to press. Come on :confused: It just looks like it was added like an afterthought. The player can't even fit between that and the console. I would figure this problem is pretty obvious (besides it looking really bad)...
-Also, I understand the monitor shows that the door will open if you press a button, but it would also help the player to know that the door will open. Add a red to green light above the door that switches when the player presses the button. That way the player will know instantly what they have just done.

The room with the first ladder leading down to that button is alright except for one overlooked bug. When I opened the hatch to get to the ladder (first of all, make it obvious that the player CAN open the hatch) I got onto the ladder by pressing use, but that same use command closed the hatch above me, pushing me down the ladder. upon returning to get off the ladder, I couldn't press use to open the hatch above my head without dismounting from the ladder. it took me six tries to get out of that ladder tube without having to resort to cheats. -My suggestion would be to make that ladder only usable once; to open, and that's it. Easy, fixed...

In one spot you had several headcrabs spawning in a hole in the ground. That's fine and all, but every time I passed, it would spawn a new headcrab! This seemingly infinite and obvious trigger volume really breaks any possible atmosphere you might have already created. Don't make infinite spawning zones, that's just cheesy. -Also, as a side note, make it so that the player doesn't actually see them spawn (and not within one another) Let them spawn from behind a crack in the floor, and then they can pop out one by one.

Stairs, stairs, stairs...
[IMG]http://i158.photobucket.com/albums/t103/Riven_bucket/corr_riven3.jpg[/IMG]
The one on the left has too wide of treads and the one on the right has too tall of risers. All your other stairs looked fine IMO.

All-in-all those were the most obvious specific problems I could find. Now on to the general problems...

Obviously this map is in beta (or to me, still in alpha). Beta maps normally have lights in them by this point. I would recommend you adding them before posting a new update of the level. There is plenty to be had here. That is, plenty of things for you to add to make the map better all around. The texture work looks like it was added in only for support purposes; I imagine you haven't made a final texture pass yet? -Probably not, so I won't bother commenting on them.
-I have a few questions for ya about this map. I would consider these questions to be pretty quintessential in a SP map's progress. So far, this is all I know about the map: [quote=Flynn] I am going for a sort of officey type theme.[/quote]
Make sure you can answer these before continuing on with the map:

[*]Ok, so your theme is 'office'. The only thing I see in this map to portray that is an office is the fact there are hallways (but a lot of places have hallways, so that can't be the only indicator). But I would not know that the theme to this map was 'office' if you had not told me. Therefore, my first question to you is this: What is the exact setting of the map? That is, Where and When (specifically) does this map take place?

[*]Why is the player there? Why am I playing this map? What are my goals? Why does this place exist at all?

[*]And finally, What's the story? Is there a back-story to this place? A.K.A. Is there a history?

-All those questions should be answered before bothering to map anything else. AND the player should be able to figure all that out as they play the level. Most of it should be answered from the very beginning too. [TIP] make it obvious.

The good things...
-I like the grating you added as ceiling in some of the rooms, that's a great way to add depth to a room without making it feel too big. It's an idea I might try to use in some of my maps in the future too! :D
-There is a potential 'flow' through the map so far. I can feel the 'rhythm' as I moved from obstacle to dead-end to obstacle. Not a bad thing, just needs some tweaking I suppose...
aaron_da_killa said:
The map was fairly linear, it was pretty obvious there was one path to follow. Perhaps add some more rooms or spaces that aren't essential in the map, but give the player an opportunity to explore. Remember on occasion to reward the player for their exploration.
I highlighted that last part because that's the part I highly agree with. Just because there is a button at the end to open a door, doesn't mean you've rewarded the player. Rewarding the player means giving them something they didn't need. So, don't forget about item pickups...
-However, I don't agree with the first part of that comment. Sure it's linear; (going off to the side to press a button, then returning to the main path does not make a level non-linear). But this isn't a bad thing. I think the layout works a little, you just need to give the spaces purpose. Right now, they're just empty rooms for the purpose of being empty rooms; nothing more. Think about the spaces you've crafted and what they might be (have been) used for.

-And that's all I can think of for now, good luck with the level, I think this will turn out pretty well in the end. :)
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Corridors Posted by Flynn on Sat Nov 15th 2008 at 10:03pm
Flynn
454 posts
Posted 2008-11-15 10:03pm
Flynn
member
454 posts 695 snarkmarks Registered: Oct 1st 2004 Location: England
My turn to lose a post this time. I had just started replying to Riven's and then did something else on Internet Explorer and then it froze up :mad: I can tell it by the C.P.U. fan spinning up because I have a laptop. It is a sickening realisation, to put it in a dramatised way :lol:
aaron_da_killa said:
Fair enough, I guess everybody has a different approach to mapping. I just think that its kind of better to see everything together so you get a good Idea of how everything is going to look right from the beginning. I mean, I tried once to do things in a specific order and I found that I was spending too much time trying to think how things would look if there was lighting, and if there was props and such, and I ended up changing it in the end anyway.
Normally I do it the way you described in your previous post, but I found there were so many glitches just with the brushwork the first few times so I decided this time I would keep it simple. The problem is with this method I don't get the "feel" as I would if I had it all decaled up with props and lights etc. I will probably revert back to the old method after not too long.
aaron_da_killa said:
I'm not trying to say that your map is completely linear, but I think it could be less linear, and I'm talking in terms of layout, not architecture or gameplay, those are different types of things. Linerality isn't exactly frowned upon in maps, but non linearity is generally a good thing, you want to make the player think that they are choosing their own path through the world and there are many tricks you can deploy to make them feel like this as best as you can such as:

-Non playable spaces that the player can see but not get to, and you had a few of those. The more the better but don't let them come at the expense of actual playable areas.
-Paths that branch off from the main pathway through the map that offer players an opportunity to explore the world a bit more. And you had a few of these, but I think you need to work on this a bit more, up the scope and scale of these "alternate areas".
-Closed doors/blocked off or closed pathways, you don't want to be having plain/bare hallways and plain rooms, you want to be having doors and other pathways along the way that the player can't venture down aswell. Try to imagine that the environment your creating is real, how will people enter and exit, what will each place be used for and such.

And you mentioned the collapsed roof and the debris, you need to smooth out that displacement a bit, its very spiky, perhaps make the radius of the "displacement paint brush" larger when you work on it next time.
There is a blocked off hallway before the vent shaft with the stopping/starting fan in it :) Including that there are a few places that the player can see but not reach.

I also have a couple of places branching off from the main hallway. Plenty of locked doors in there as well.

Displacement brush has been smoothed, that's an easy suggestion for once :P
aaron_day_killa said:
Actually I was going to mention this but I forgot. I don't think there is anything wrong with stairs being there, but the stairs are at an awkward angle, you have the hallway going at a 45 degree angle than you have stairs going at a 90 degree angle. I think if you rotate that whole stair setup 45 degrees counter clockwise it would be better.
I cannot move those stairs without making major changes to the area before them and the room that they lead up into. Also rotating it that way would mean that I have to line up the vertices of the brushes to the grid which would change their shape slightly.

The best I can do here is what I have already done is by changing the shape of the room. It is not a major change but it makes the goof more subtle. You'll see it in the next update :geek:
Once detail props are added in and lighting is up and running you probably won't notice it anyhow!

Thanks for all your suggestions buddy, it is really nice and to think that you keep coming back here even when you have your own map to work on :beer:

Reply to Riven
Riven said:
Now that I have time during my break, I can sit down to type up some long crits now, yay!

Here we go...

I'll start from the beginning; never let the player get hurt in order to learn something. The steam coming from the floor as soon as you walk over it is a cheap trick that will only upset a player. They have no idea it's there and yet as soon as they pass over it (unknowingly) they get half their life taken away (or killed). These are grounds for a player to quit your map right then and there. Rule of Thumb, always present obstacles a player can foresee and plan for. If an obstacle can hurt a player never make the damage necessary. There should be a way to get around the obstacle without taking damage. If the player must take damage in order to pass the obstacle, make sure their well prepared for it.
A cheap trick? That's strange, I felt that it was a really nice effect that made the map come alive so to speak. I personally think it looks really good.

Why would the player have any idea of something that's gonna happen unexpectedly? Don't get me wrong, I can imagine the comments on my map when it is released with some l4mers typing stuff like "dis map suckz u get kiled in da 1st room" which I know you want to protect me from and I appreciate that. But why should the player know everything before it happens?

The floor breaks before the player has actually got to the steam bit. If you think it is for the best then I can put the trigger which triggers it to break further back if you like.

I had to make sure that the steam did enough damage to kill the player without doing too much damage if the player just entered the zone. You can appreciate the dilemma. The damage goes like this; 5, 10, 25 with the one in the middle dishing out 100. I don't think having less damage before the main middle section would communicate the danger of trying to cross the steam.
Riven said:
-Why can't I destroy some of the early crates I come across in the map? You can't ignore the fact that most of your players will have already played Half-Life 2 and will be used to those game mechanics. If a crate cannot be destroyed (which they can in HL2) then make sure there is a reason why, or make it evident that these crates are different than regular crates.
The reason you cannot destroy those crates is because they are mission critical crates. If they were destroyable and were destroyed it would be impossible to continue the game without cheating. I made metal crates out of brushes but they killed the player when stepped on, and besides, they didn't really look as good as the wooden ones.
Riven said:
-For doors with a handle on them that are locked, make sure they have a 'locked' sound to them and not a unlock sound when a player goes to use them. This was kind of confusing for me at first, until I understood the problem.
For every door which is locked I have chosen a sound which has the word "locked" in the name. Maybe they just sound like a door opening sound to you? :confused:
Riven said:
-Some of your doors are partially open, but unmovable. This will only confuse a player. Partially open doors imply entrance. Why would a door with a handle that was already partially opened not open all the way for a player wanting to use it? This doesn't make sense at all. Closed doors that a player cannot go through, should be closed. Believe me, if you're trying to add depth to the env. by having them partially open so you can see into them a little, it doesn't affect much. It's better off closing them all the way. This will keep the player from wasting time on something that adds nothing to the gameplay value but only deceives the player into thinking so.
Okay :) I can understand that. I was just trying to find a middle ground between doors closed and doors open. I didn't want to have too much of the same thing. I guess I could have some doors open, some with just one open, and some partially open which can be then fully opened.
Riven said:
For your Combine gate:
[IMG]http://i158.photobucket.com/albums/t103/Riven_bucket/corr_riven1.jpg[/IMG]
Go ahead and move the gate stalls so that they line up on the 90 degree mark instead of on the diagonal like that; That just looks weird and not very well planned. Also, I saw the game before I noticed the button, and I had backed up into the button knocking it off (instead of grabbing it with use). Make it to where the player can't accidentally knock off the button in order to open the gate.
I prefer the force field at a 45 degree angle. I can see it is not quite like that in the picture though so I will go back and fix that after building this post.

By the button I am assuming you mean the plug :confused: You can't get to the side of the force field with the plug without without deactivating the force field by shooting the plug from the other side or throwing a grenade. So the player knocking off the button is not a problem as since it will already have to be knocked off in order to get to that side.
Riven said:
The big pipe here:
[IMG]http://i158.photobucket.com/albums/t103/Riven_bucket/corr_riven2.jpg[/IMG]
-Is completely in the way of the console that the player HAS to press. Come on :confused: It just looks like it was added like an afterthought. The player can't even fit between that and the console. I would figure this problem is pretty obvious (besides it looking really bad)...
-Also, I understand the monitor shows that the door will open if you press a button, but it would also help the player to know that the door will open. Add a red to green light above the door that switches when the player presses the button. That way the player will know instantly what they have just done.
Riven, I have play tested this map loads of times and have always manag
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Re: Corridors Posted by Flynn on Sat Nov 15th 2008 at 10:10pm
Flynn
454 posts
Posted 2008-11-15 10:10pm
Flynn
member
454 posts 695 snarkmarks Registered: Oct 1st 2004 Location: England
Whoops, double post, sorry chaps :(
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Re: Corridors Posted by Flynn on Sun Nov 16th 2008 at 10:35am
Flynn
454 posts
Posted 2008-11-16 10:35am
Flynn
member
454 posts 695 snarkmarks Registered: Oct 1st 2004 Location: England
I think I know what you mean about the stairs now. You are saying that the steps on the stairs pictured on the left are too wide and the steps on the stairs on the right are too tall. Really, the challenge with those stairs was just to get them walk up-able if you get what I mean :D Edit: Those stairs that you that said had steps which are too wide have been changed. They are now 8 unit tall and 8 units in. What's up with the forum it's not allowing me to edit my posts after half an hour :confused:
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Re: Corridors Posted by RedWood on Fri Nov 21st 2008 at 3:15am
RedWood
719 posts
Posted 2008-11-21 3:15am
RedWood
member
719 posts 652 snarkmarks Registered: Sep 13th 2006
In my opinion:

You architecture is simple but not bad. Some of your models are a little out of place but that's a lot easier to fix then flawed architecture. Steps in Hl2 are typically 8X12 by the way.

The next screen shots you post need to have .rad checked when you compile. It's hard to leave comments on fullbright pics. They're hard on the eyes to look at and it even becomes more difficult to judge distance an such.

Keep up the work. It looks good so far.
Reality has become a commodity.
Re: Corridors Posted by Flynn on Mon Dec 8th 2008 at 8:36pm
Flynn
454 posts
Posted 2008-12-08 8:36pm
Flynn
member
454 posts 695 snarkmarks Registered: Oct 1st 2004 Location: England
Lights have been added. I forgot how much better lights make a map look! I have two known problems:

1. In the outside of the building were the skybox ground connects with the map ground the skybox ground is fullbright.

2. I have made sure that my ambient_generics do not have "play everywhere" checked as well as "maximum audiable distance" set to a reasonable distance, yet my ambient_generics play everywhere unfortunately.

If you are going to download and test the map, please remember to put the texture files into your "materials" folder of your Half-Life 2/hl2 directory. Here is the map download link:

http://www.datafilehost.com/download-fbdf9666.html

Taken me 2 and a half hours to make this post. Photobucket playing up.

Here are screenshots of the map

[IMG]http://i145.photobucket.com/albums/r233/Flynn_bucket/corridors0008-1.jpg[/IMG]

[IMG]http://i145.photobucket.com/albums/r233/Flynn_bucket/corridors0009-1.jpg[/IMG]

[IMG]http://i145.photobucket.com/albums/r233/Flynn_bucket/corridors0010-1.jpg[/IMG]

[IMG]http://i145.photobucket.com/albums/r233/Flynn_bucket/corridors0011-2.jpg[/IMG]

[IMG]http://i145.photobucket.com/albums/r233/Flynn_bucket/corridors0006-1.jpg[/IMG]

[IMG]http://i145.photobucket.com/albums/r233/Flynn_bucket/corridors0007-1.jpg[/IMG]

[IMG]http://i145.photobucket.com/albums/r233/Flynn_bucket/corridors0002-1.jpg[/IMG]

[IMG]http://i145.photobucket.com/albums/r233/Flynn_bucket/corridors0003-1.jpg[/IMG]

[IMG]http://i145.photobucket.com/albums/r233/Flynn_bucket/corridors0004-1.jpg[/IMG]

[IMG]http://i145.photobucket.com/albums/r233/Flynn_bucket/corridors0011-1.jpg[/IMG]
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Re: Corridors Posted by G4MER on Mon Dec 8th 2008 at 10:08pm
G4MER
2460 posts
Posted 2008-12-08 10:08pm
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
Very nice.. they are definitely not plain and boring. I like them. I need to use these as an example for my next corridors and hall ways.
Re: Corridors Posted by Le Chief on Tue Dec 9th 2008 at 3:48am
Le Chief
2605 posts
Posted 2008-12-09 3:48am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Screenshots look much better. I'll download the map and tell you my opinion on it a little later.
Aaron's Stuff
Re: Corridors Posted by Flynn on Tue Dec 9th 2008 at 5:15pm
Flynn
454 posts
Posted 2008-12-09 5:15pm
Flynn
member
454 posts 695 snarkmarks Registered: Oct 1st 2004 Location: England
Thanks :)
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Re: Corridors Posted by Flynn on Wed Dec 24th 2008 at 8:19pm
Flynn
454 posts
Posted 2008-12-24 8:19pm
Flynn
member
454 posts 695 snarkmarks Registered: Oct 1st 2004 Location: England
Okay, time for the fun bit-play testing. At this stage, you also get to see the interesting end messages and dev notes of the map at the end. Please note that when the map is finished and shipped off for distribution ( :lol: ) there will be a text file with a story. So things that might not make sense in the map at the moment will when it has a story to go along with it. Unfortunately in the outside area the concrete in the skybox is lit differently from the concrete in the normal part of the map. Also I have set max audible distance for some ambient_generics and unchecked "play everywhere" but they are still playing all around the map :confused: Here are four screenshots to entice my fellow Snarkpit members:

[IMG]http://i145.photobucket.com/albums/r233/Flynn_bucket/corridors0000-2.jpg[/IMG]

[IMG]http://i145.photobucket.com/albums/r233/Flynn_bucket/corridors0001-1.jpg[/IMG]

[IMG]http://i145.photobucket.com/albums/r233/Flynn_bucket/corridors0002-2.jpg[/IMG]

[IMG]http://i145.photobucket.com/albums/r233/Flynn_bucket/corridors0003-2.jpg[/IMG]

Map download link:

http://www.datafilehost.com/download-3d1470ec.html

What have I forgotten? There is always some little fiddly bit of info I mean to add but forget to... And then when someone posts they bring it up and I say "Yes, I meant to put that in my O.P.".
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Re: Corridors Posted by haymaker on Thu Dec 25th 2008 at 1:07am
haymaker
439 posts
Posted 2008-12-25 1:07am
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
screens looking good though a bit cramped perhaps?

as for the ambient_generics, are you doing full vis compile? if yr not that will affect the audio engine the way you say.
Re: Corridors Posted by Flynn on Thu Dec 25th 2008 at 9:40am
Flynn
454 posts
Posted 2008-12-25 9:40am
Flynn
member
454 posts 695 snarkmarks Registered: Oct 1st 2004 Location: England
Yes thank you, I have run a full vis compile. Most of them work but there are certain ones which don't. Thanks for the screenie comments. As for being a bit cramped, there's nothing I can do about it at this stage. After all, there are spaces and places which are meant to be small, as well as the main area which is meant to be normal dimensions.
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