Riven said:Well... uh... I'm not sure. It's been so long that I've actually posted a map that I forgot what I was doing. I misinterpreted the profile posting to be for near complete or finished maps, despite the new version of Snarkpit being not very different from the old one. oops
Why no map profile?
aaron_da_killa said:With my still slow internet connection I cannot go online with Steam. If I did, I'd be risking weeks of failed Steam updates on top of autopatching games. While Steam updates I lose access to everything and if it fails once, I'm screwed until I have a successful update. I've been offline a year and a half so that's alot of potential failings. While this moratorium has been going on I've (somehow) lost the ability to run HL2DM or the old version of the SDK. So I'm pretty much stuck.
Why does this level require Half-Life 2 Episode 2?
reaper47 said:
Very enjoyable! Reminded me of some of the best parts of the original City 17 chapters. Theres a nice flow to the fights, good use of the layout that already works very well in HL2DM.
My only criticism would be cosmetic.Fire away, I can definitely try to improve things. I tried fixing some of the visual complaints of dm_torque but I'm kinda hemmed in by the layout, especially when dealing with outdoor detail.
I nearly died within the first third or so of the map, without having done anything wrong. There was a distinct lack of medkits. Just placing one or two at the beginning could have provided a very satisfying find.Good call. I was considering the medic a walking healthkit for the beginning of the level, but that's probably not a good idea considering how easily he can be killed (and how suicidal in general rebels are). Now he can be a bonus instead of something unreliable players have to rely upon.
I loved the "energy bridge" bit. Such a small detail, but it gave me a very positive flashback to the gadgetery, button-activated, high-tech mechanics of HL1 (were there bridges like that in HL2? All rust and metal, as I remember). If you feel like adding "moar" of any kind, try doing something similarly techy.There were a few bridges like that in the Citadel in Episode 1, but none that I can remember elsewhere. I'd love more things like it in the map but I dunno where I could fit them in or what exactly they'd be, heh.
I assume walking through the door is the end? I'm sure you put something there for the final version. Have you planned any kind of "story" (or "pseudo-story", as there are only 10 minutes to fill)? Anything would be nice.Story is definitely a weak spot for me, and it is inevitably what always torpedos my single player ideas. I can do themes and settings well but beyond that...
Last but not least, I would have liked to see at least one more enemy than combines. And if it's just a headcrab.Hmm, I've got a few good ideas for this. Might as well use Hunters if I'm stuck using Ep2.
But very nice work overall. Inevitably short, but dense.Thanks for taking the time to run through it and give me comments, it is very appreciated!
Muhnay said:It actually was a multiplayer map from the beginning, and a great one, too: http://www.snarkpit.net/index.php?s=maps&map=1543
Can a multi-player map be made out of it?
Muhnay said:Well... I haven't the foggiest idea really. I never mapped for CounterStrike.
How hard would this be to convert over to CSS?
"Yak_Fighter" said:Heh, it's simple. A simple backstory and motive for something like this me thinks.
Story is definitely a weak spot for me, and it is inevitably what always torpedos my single player ideas. I can do themes and settings well but beyond that...
Yak_Fighter said:If you want to spice up visuals, I guess the somewhat flat, 90° building facades are the biggest drawback. I have a hard time thinking of ways to improve them, though. What could help is getting rid of some right angled geometry. Skewing some of the buildings by a few degrees, maybe adding a little slope to the street, etc. Could turn out to be quite a pain in the ass, though...
Fire away, I can definitely try to improve things. I tried fixing some of the visual complaints of dm_torque but I'm kinda hemmed in by the layout, especially when dealing with outdoor detail.
aaron_da_killa said:The benefit of converting a deathmatch layout, no doubt
I enjoyed this too!
I think defiantly the biggest merit of this level is the gameplay. The whole thing flowed really nicely and it was a joy to play (I was playing on hard). The level design felt non-linear and has the ability to offer players interesting gameplay scenarios (no box room linear fighting here).
Pacing in terms of enemy placement, item placement and the like was good although I felt it got easier at the end which was a little disappointing. (I guess this is the same as reaper saying it was perhaps a little too difficult at the start).Yeah, it definitely gets easier as you go along, by the third button you've likely killed all the enemies in the map. That can be fixed
I can't exactly put my finger on it, but perhaps the spaces could use a little visual polish. It seemed very generic/diffuse, maybe try adding some more trim around the place and try and squeeze some more depth into the environment.Are you thinking this about the outside area, the hotel interior (the big room with the busted roof and multiple levels), the other interiors, or the whole map? Specifics would be nice :P
As I said, I can't exactly define what it needs, it's really easy to just say "oh yeah, more pipes, signage, graffiti, grunge, rubbish" etc so I'll try not to say that but just add more depth to the environment, give it a touch more character because I think it's perhaps a little generic/bland. Or maybe I've just seen City 17 too much.
You could also sharpen up the lighting a bit in some areas I think.No doubt, my lighting is almost always terrible. Which areas though?
Two last things, I wasn't sure when I was finished the map (or maybe I didn't finish it), perhaps like a fade out with music and "The End" would have been nice. And every time I died, the fade in appeared on screen, you should probably fix that too.There was an end, you go through a door after bringing down the gate and it fades to black with "THE END". That's gonna have to change as it sucks. I never noticed an improper fade occuring after death, I'll look into it.
Heh, it's simple. A simple backstory and motive for something like this me thinks.I have that in the readme:
"Set during the events of Half-Life 2, you're part of a squad of rebels scattered across the City and must rendezvous at insert name here to neutralize the insert name here which is crucial to the Human resistance against Combine forces."

reaper47 said:Pain in the ass indeed. That's definitely a visual failing of dm_torque. There's basically a big orange cube in the middle of the map, which was a cool throwback to the original HLDM torque but not exactly visually stimulating.
If you want to spice up visuals, I guess the somewhat flat, 90° building facades are the biggest drawback. I have a hard time thinking of ways to improve them, though. What could help is getting rid of some right angled geometry. Skewing some of the buildings by a few degrees, maybe adding a little slope to the street, etc. Could turn out to be quite a pain in the ass, though...
Try some more colorful textures, maybe, especially for the background buildings which might allow a little more experimentation without having to redo the layout.Yeah, that's a good idea. I was probably a little too aggressive in reducing the number of textures used, especially since I use that ugly orange building texture on 4 seperate buildings...
aaron_da_killa said:Trees in the background is an excellent idea. I could also add a few more things to the inaccessible-yet-not-skybox areas.
I think I'd like to see more signs that there is/used-to-be life in this area of the City. Looking through the screenshots, I can't see any nice tall (or short) trees or any flora at all and I know there is some flora in the level but some more would be nice, even a few of those tall trees in the foreground where the player can't get to are nice.
There are some things in level design such as ambient sound I'm pretty big on and knowing there is more outside of the area I'm confined to is one of those things, particularly if what I can't get to or can see in the distance is interesting.I do need to put in some more ambient sounds, that's on the list. I'm also considering using a heavier combat soundscape as the current one is very light combat.
Some wires dangling around the place from the tops of buildings would be good.dm_torque had wired telephone poles but I deleted them cause I felt intact wires amongst a bunch of shattered buildings looked silly. However I think I've got a better solution than just cutting them out.
More signage such as advertisements, warnings, notices etc around the spaces are always a nice touch and give areas more character and depth, plus players might want to read them.Hmm... I felt there was already enough of this stuff in the map but I can always add more.
Imagine these spaces in real life at night. There would probably be street lights and some other lights around the place to light up the area, you might want to add some light fixtures where you think they would be in real life such as some street lights. Even though they won't be in use, they still contribute to the depth of the environment and make it contribute to the sense of live being present here at some point.That was an oversight on my part, something so obvious and so easy to do.
I mentioned that the level design gameplay wise is pretty non linear, but the actual architecture itself is quite linear, everything is at 90 degree angles. See if you can make some of the existing things in the level face other angles. Just a few things at a 45 degree angle would be enough to make the architecture appear alot less linear.I'm not gonna make any promises, but we'll see.
Also, some arbitrary quirks in the environment is nice. Maybe a surface is slightly angled for some reason or there is a pillar embedded in the side of a wall for no particular reason.
I'd perhaps also like to see a little more variation in the textures. It appears the map uses a very narrow pallet of the same type of textures (plaster/concrete, orange/white)...That is definitely an issue that can be remedied.
Also, it seems alot of the maps depth/detail come from the textures themselves and I think I'd like to see more depth from the brushwork and other things you place in the map as opposed to the various patterns and variations in the textures themselves.That's the point of the textures. Obviously I could carve out every window, have it set in a few units, make a trim, add breakable glass, and give an interior, but there has to be some concessions for performance. If this were still a deathmatch map I'd dismiss this entirely, but since it's single player I'll look to add a little more building detail outside.
...not to mention that the ones with the embedded doors/windows I've always found quite unappealing and this level seems to use alot of them, plus the player can walk right up to them as opposed to keeping them away from the player. I think you should try to add some more brick/metal textures in there.I'm assuming you're talking about the area in the second picture. I know that pretty much nobody likes the windows as is, but what is the alternative? Every window I knock out adds to the brushwork and probably adds another room the player can get into. It also reduces the 'scanability' of the map, where it is less obvious where you are supposed to go and less obvious what spots should be ignored and what spots explored. If I were to remove every single window from just the bottom level and make rooms there that would be 16 additional rooms the player can enter to pretty much no purpose.
As for the lighting, I think sharper and more defined lighting (more contrast between light and shade) is more attractive than a relatively evenly lit map with very diffuse looking shadows which is what I see in the exterior spaces (it is a cloudy day I suppose). Increase the lightmap scale where you can to sharpen up those shadows.This is surprising because I'm pretty sure the light_environment is set to have its shadows as sharp as possible. Maybe I changed it on accident or something.
As for light colours, I think subtlety is the key. Most of the lights in the level shouldn't be too far away from white. Don't make most of your lights too yellow, or too green or too blue, lights mostly white with slight shades of colour look nicer in my opinion but remember, don't do that to all of your lights, having some stronger coloured lights occasionally is nice.Of course. Nobody wants colored lighting vomited all over a map, though I'm pretty sure that all of the light colors in the map are taken from Valve City 17 maps so I dunno :/
Your spot lights I think should be quite bright and have a relatively narrowish range so the rest of the room is darker.Hmm, I can try that and see how it goes.
Lighting is pretty important because it's like a visual overlay ontop of everything else and regardless a poorly lit space never really looks good, you could get the most beautiful environment and light it like shit and it would look terrible.I guess when I said my lighting was terrible I should have described it as 'utilitarian', cause it's there and you can see what needs seeing. It probably doesn't add much though.
Hope that helps!Of course, the more the merrier!
Yak_Fighter said:It might not even be a good idea stilistically or gameplay-wise to add more interiors, but let me tell you that additional geometry of this sort has hardly any impact at all on performance. Even on low-end systems. Brushwork is cheap in Source. You could definitely try and give windows or wall columns some indent, without doing an interior. It would add maybe 100-200 polygons, which is hardly worth a single frame per second in Source.
That's the point of the textures. Obviously I could carve out every window, have it set in a few units, make a trim, add breakable glass, and give an interior, but there has to be some concessions for performance. If this were still a deathmatch map I'd dismiss this entirely, but since it's single player I'll look to add a little more building detail outside.
Maybe it is silly of me to still take design and performance cues from Half-Life 2, given that it is 5 years old and many people's computers are more powerful (not mine :P). Perhaps it's kinda like making a HL1 map today that'll still run in software mode, a pointless exercise that nobody cares about :/
