Warehouse

Warehouse

Re: Warehouse Posted by satchmo on Wed Dec 8th 2004 at 8:20pm
satchmo
2077 posts
Posted 2004-12-08 8:20pm
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
Looks better and better each day!

However, I do have a few suggestions:

1. The texture on the floor of the loading dock area looks
repetitive. Browse around to see whether you can find a better
tiling replacement.

2. The stairs, like Crono said, can be improved in the reception
area. In addtion, the stairs really don't lead anywhere except a
soda machine. In real life, people usually don't go through all
the trouble of building a staircase just so they can have a loft solely
for some refreshment. Perhaps you can make a door leading to a
meeting room or observation deck?

3. Did you build a 3D skybox? The area outside of the map looks
barren, as if nothing else exists outside the complex. Consider
adding some buildings to the 3D skybox, if you have one already.

4. The cars in the parking lot are all facing outward. This
usually isn't the case in the real world, as it's easier to drive into
a parking space rather than backing into one. I know there are
some people who prefer backing into their parking, but I believe they
are the minority.

5. How about some support inside the warehouse? Just a few here and there will do.

6. Perhaps you can disable texture lighting on some random lights
outside the warehouse to make the area dimmer? It fits into the
current global economy better (most companies are still struggling with
the recession, therefore suggesting a lack of maintenance).

Overall, your map is looking good.
Re: Warehouse Posted by Crono on Wed Dec 8th 2004 at 8:23pm
Crono
6628 posts
Posted 2004-12-08 8:23pm
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
The soda machines are up there because they're part of the union's exercise option ...
Re: Warehouse Posted by Night-Wolf on Wed Dec 8th 2004 at 11:49pm
Night-Wolf
100 posts
Posted 2004-12-08 11:49pm
100 posts 20 snarkmarks Registered: Nov 23rd 2004
<DIV class=quote>
<DIV class=quotetitle>? quoting Crono</DIV>
<DIV class=quotetext>The soda machines are up there because they're part of the union's exercise option ... </DIV></DIV>

Oi Cheeky! :razz:

In fact Satchmo hit the nail on the head, theres a meeting room behind the wall adjacent to the stairs, im planning on a huge table with lots of chairs, you know the kind! Trouble is I oversized it a little! although I need some more 'normal stairs' on the other side.

I plan on making some of the lights outside Flicker or spark or not work at all.

Ok some other great points too which ill take into account. I havent tried my hand at a 3D skybox yet but i might give it a shot!
oh yeah, I promise ill fix those stairs!! :biggrin:
Re: Warehouse Posted by Crono on Thu Dec 9th 2004 at 1:04am
Crono
6628 posts
Posted 2004-12-09 1:04am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
It'd really blow ass to carry a table up those stairs. Is there going to be another way in to the conference room?
Re: Warehouse Posted by Night-Wolf on Thu Dec 9th 2004 at 6:54am
Night-Wolf
100 posts
Posted 2004-12-09 6:54am
100 posts 20 snarkmarks Registered: Nov 23rd 2004
Yeah there will be a 'normal' staff type stairwell at the other end :biggrin:
Re: Warehouse Posted by Spartan on Thu Dec 9th 2004 at 10:52am
Spartan
1204 posts
Posted 2004-12-09 10:52am
Spartan
member
1204 posts 409 snarkmarks Registered: Apr 28th 2004
Why do all these new HL2 maps still look like maps on the older engine? No offence to you but those textures look like crap. I don't even see any with bump mapping?
Re: Warehouse Posted by Night-Wolf on Thu Dec 9th 2004 at 12:18pm
Night-Wolf
100 posts
Posted 2004-12-09 12:18pm
100 posts 20 snarkmarks Registered: Nov 23rd 2004
No offence taken, I find the texturing quite painful to be honest, having to split down brushes to get a decent amount of detail in :cry: What is bump mapping?

PS this is my first ever map so im still learning how things work.
Re: Warehouse Posted by Night-Wolf on Thu Dec 9th 2004 at 5:34pm
Night-Wolf
100 posts
Posted 2004-12-09 5:34pm
100 posts 20 snarkmarks Registered: Nov 23rd 2004
Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Ok ive done so work on the skybox -

User posted image

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And also reworked the stairs -

User posted image

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Re: Warehouse Posted by Neural Scan on Thu Dec 9th 2004 at 7:08pm
Neural Scan
150 posts
Posted 2004-12-09 7:08pm
150 posts 85 snarkmarks Registered: Jun 28th 2003 Occupation: Student Location: England.
Wow! That 3d skybox has added so much depth to your map! I can't believe how much a simple background can make your map look so much better. It's really well done. I like those stairs better than the spiral ones aswell.

Excellent work, can't wait to see the final version :biggrin: How much would you say is complete by the way?
Re: Warehouse Posted by Night-Wolf on Thu Dec 9th 2004 at 8:24pm
Night-Wolf
100 posts
Posted 2004-12-09 8:24pm
100 posts 20 snarkmarks Registered: Nov 23rd 2004
The actual structural work is about 90% complete, its mainly just a matter of detail now, which of course is even more time consuming!

Would still like someone to come take a look round with me to see what they think:D
Re: Warehouse Posted by diablobasher on Thu Dec 9th 2004 at 8:32pm
diablobasher
143 posts
Posted 2004-12-09 8:32pm
143 posts 44 snarkmarks Registered: Oct 18th 2003 Occupation: Spastic, Bannisher of HALO! Location: England
OMG THAT SKYBOX LOOKS AMAZING!!!

How the heck did you get that level of details its fantastic!

the stairs look better too.

Congrats dude, it look brilliant so far.
Re: Warehouse Posted by Night-Wolf on Thu Dec 9th 2004 at 8:56pm
Night-Wolf
100 posts
Posted 2004-12-09 8:56pm
100 posts 20 snarkmarks Registered: Nov 23rd 2004
If you look hard enough theres a whole host of Mini models to use in 3D skyboxes. So I didnt have to do much except choose some suitable ones:D
Re: Warehouse Posted by satchmo on Fri Dec 10th 2004 at 5:41am
satchmo
2077 posts
Posted 2004-12-10 5:41am
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
I like the stairs now, but...

The glass windows of the reception room are curved. Usually, the
junction of the curvature should have some sort of metal support (like
the thin black support going horizontally). Actual curved glasses
are expensive to make (not for the engine to render, but expensive in
the real world, thereby making them rare).

And I don't think the texture is bad at all. I think they're quite appropriate (and believable) for the setting.
Re: Warehouse Posted by Cassius on Fri Dec 10th 2004 at 6:51am
Cassius
1989 posts
Posted 2004-12-10 6:51am
Cassius
member
1989 posts 238 snarkmarks Registered: Aug 24th 2001
The skybox does indeed look good, but when you walk around the buildings will move with you, which will be awkward considering their apparent short distance from the map itself.
Re: Warehouse Posted by ReNo on Fri Dec 10th 2004 at 7:11am
ReNo
5457 posts
Posted 2004-12-10 7:11am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
It shouldn't do that cass, 3D skyboxes stay in fixed locations. They
take a small piece of brushwork and scale it up to create the illusion
of scale even though the area taken up in the level is actually very
small. If you look at maps like de_aztec, many of the upper floors of
the buildings are actually part of the 3D skybox and yet they remain in
position at all times.
Re: Warehouse Posted by Night-Wolf on Fri Dec 10th 2004 at 11:20am
Night-Wolf
100 posts
Posted 2004-12-10 11:20am
100 posts 20 snarkmarks Registered: Nov 23rd 2004
Reno is right, the buildings stay fixed in place so when you move they scale to wherever you are. Unless like one attempt i put one too close to the skycam and it got bigger and bigger the closer I got to it but it was still outside the map...was freaky... like an invasion of balloon buildings!!

Satchmo im gonna slap you...grumble glass grumble....... :mad:
Re: Warehouse Posted by Night-Wolf on Fri Dec 10th 2004 at 11:42am
Night-Wolf
100 posts
Posted 2004-12-10 11:42am
100 posts 20 snarkmarks Registered: Nov 23rd 2004
Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Just for you Satchmo!

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and heres my 3D skybox-

User posted image
Re: Warehouse Posted by satchmo on Fri Dec 10th 2004 at 3:47pm
satchmo
2077 posts
Posted 2004-12-10 3:47pm
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
/me got slapped, leaving a red handprint across his cheek.

Ouch! But didn't you find the suggestion helpful? Don't the windows look much better and credible now?

Anyways, I like where your map is going. I just bought HL2
yesterday and I've started mapping already (I only finished about an
hour worth of the game so far). I made my first (obligatory) box
map in Source, just to get the kinks out of the compilation process.
Re: Warehouse Posted by Night-Wolf on Fri Dec 10th 2004 at 4:26pm
Night-Wolf
100 posts
Posted 2004-12-10 4:26pm
100 posts 20 snarkmarks Registered: Nov 23rd 2004
hehe, good luck with the mapping I hope you stick with it as its very rewarding. Anything I can help with just ask! I cant wait to start picking on your maps :biggrin:

I just figured out something that I think you guys will love, if it works! Update in 25mins after the compile! :biggrin:
Re: Warehouse Posted by Night-Wolf on Fri Dec 10th 2004 at 5:51pm
Night-Wolf
100 posts
Posted 2004-12-10 5:51pm
100 posts 20 snarkmarks Registered: Nov 23rd 2004
Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Ok lets see what you think!

User posted image

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:biggrin:
Re: Warehouse Posted by RabidMonkey777 on Fri Dec 10th 2004 at 8:34pm
RabidMonkey777
207 posts
Posted 2004-12-10 8:34pm
207 posts 603 snarkmarks Registered: Jul 9th 2004 Location: Denver, Colorado, USA
The lighting is nice, though the big empty concrete pad of a loading area just feels too empty to me - Add some garbage scattered around, maybe a few skidmark/trash decals, etc. - Just make it have a bit more detailing.

Looking pretty good, though.
Re: Warehouse Posted by Night-Wolf on Fri Dec 10th 2004 at 11:36pm
Night-Wolf
100 posts
Posted 2004-12-10 11:36pm
100 posts 20 snarkmarks Registered: Nov 23rd 2004
Yeah Monkey I plan on a little petrol pump hut, parking barriers and some decal bits and pieces.
Re: Warehouse Posted by ReNo on Fri Dec 10th 2004 at 11:48pm
ReNo
5457 posts
Posted 2004-12-10 11:48pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Overlays - don't you touch that decal tool :razz: Map is looking pretty
good man, this is exceptional work for somebody of your experience
level!
Re: Warehouse Posted by Cassius on Sat Dec 11th 2004 at 3:29am
Cassius
1989 posts
Posted 2004-12-11 3:29am
Cassius
member
1989 posts 238 snarkmarks Registered: Aug 24th 2001
<DIV class=quote>
<DIV class=quotetitle>? quoting ReNo</DIV>
<DIV class=quotetext>It shouldn't do that cass, 3D skyboxes stay in fixed locations.</DIV></DIV>
That's just the problem. I think it'd be equivalent to having things close to the camera in an HL1 map.
Re: Warehouse Posted by Night-Wolf on Sat Dec 11th 2004 at 6:37am
Night-Wolf
100 posts
Posted 2004-12-11 6:37am
100 posts 20 snarkmarks Registered: Nov 23rd 2004
It works fine Cass, or as far as I can tell!:)
Re: Warehouse Posted by Night-Wolf on Tue Dec 14th 2004 at 7:04am
Night-Wolf
100 posts
Posted 2004-12-14 7:04am
100 posts 20 snarkmarks Registered: Nov 23rd 2004
I need some major help to optimize the map. Portals, hintbrushes etc etc. If anybody can help gimme a shout.
Re: Warehouse Posted by satchmo on Thu Dec 30th 2004 at 5:26am
satchmo
2077 posts
Posted 2004-12-30 5:26am
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
How's the map progressing? You haven't updated the map for more
than two weeks? Is everything okay? Are you okay (or just
busy with the holiday stuff)?
Re: Warehouse Posted by habboi on Thu Dec 30th 2004 at 1:08pm
habboi
782 posts
Posted 2004-12-30 1:08pm
habboi
The Spammer of Snarkpit
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williamnicholls@hotmail.com (msn name , well talk :biggrin: )
Re: Warehouse Posted by Night-Wolf on Fri Jan 7th 2005 at 5:19pm
Night-Wolf
100 posts
Posted 2005-01-07 5:19pm
100 posts 20 snarkmarks Registered: Nov 23rd 2004
Hi guys, havent posted for a while due to the holidays and ive now also joined a mod team so this map has been put on the back burner for now! Check out our homepage http://www.city13mod.com/ gallery for my latest WIP pics and also here are some of my early stages http://photobucket.com/albums/v608/NightWolf70/. Photobucket locked my account cus it had so many outside viewings and used up too much bandwith! :biggrin: So all my latest pics are on the mod site.

If anyone is SERIOUSLY interested in finishing off the warehouse map then contact me on nightwolf70 at hotmail.com .