urbanwaralpha1 hl2dm

urbanwaralpha1 hl2dm

Re: urbanwaralpha1 hl2dm Posted by sgtfly on Mon Feb 15th 2010 at 2:20am
sgtfly
273 posts
Posted 2010-02-15 2:20am
sgtfly
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273 posts 347 snarkmarks Registered: Jan 24th 2005 Occupation: 5 more years of BS and I'm done. WOOHOO! Location: Batavia,IL USA
After trying to build serveral other maps and running into snags for one reason or another, I finally have one that I'm kinda happy with. Still in early stage but this one is coming along with hardly any snags. Only problem I have right now is figuring out lighting, right now I have just have some lights in the map to show it and so I can check it. There's no weapons or ammo placements yet, and alot of interior work on the three buildings that are accessible on the map.
I'm not ready to put the map out there yet, but I hope to after I get back from vacation in March. Just thought I'd throw out some screenshots though.
[IMG]http://i82.photobucket.com/albums/j262/boppa54/urbanwaralpha10034.jpg[/IMG]
[IMG]http://i82.photobucket.com/albums/j262/boppa54/urbanwaralpha10000.jpg[/IMG]
[IMG]http://i82.photobucket.com/albums/j262/boppa54/urbanwaralpha10005.jpg[/IMG]
[IMG]http://i82.photobucket.com/albums/j262/boppa54/urbanwaralpha10012.jpg[/IMG]
[IMG]http://i82.photobucket.com/albums/j262/boppa54/urbanwaralpha10013.jpg[/IMG]
[IMG]http://i82.photobucket.com/albums/j262/boppa54/urbanwaralpha10014.jpg[/IMG]
[IMG]http://i82.photobucket.com/albums/j262/boppa54/urbanwaralpha10016.jpg[/IMG]
[IMG]http://i82.photobucket.com/albums/j262/boppa54/urbanwaralpha10022.jpg[/IMG]
[IMG]http://i82.photobucket.com/albums/j262/boppa54/urbanwaralpha10027.jpg[/IMG]
[IMG]http://i82.photobucket.com/albums/j262/boppa54/urbanwaralpha10032.jpg[/IMG]
Light is faster than sound:That is why some people appear bright until you hear them speak.

Your riches in life are family and friends, everything else is just a distraction.
Re: urbanwaralpha1 hl2dm Posted by haymaker on Mon Feb 15th 2010 at 3:22am
haymaker
439 posts
Posted 2010-02-15 3:22am
haymaker
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439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
very nice detail work so far there :)

agreed your lighting needs attention. Ask yourself whether you want this to be a map with a dark, dramatic feel that won't get much server attention, or a map that people will enjoy fragging on. There's not a lot of common ground between the two in this game.

If you're looking for gameplay, remember that darkness has very limited use, lots of spots or a bright light_env will be a good start.

Also in one of those pics it looks like you have a multiple ladder setup on scaffold there, ladders in hl2dm are a pain in the butt for gameplay, try and make sure there's lots of cover on that stuff. Personally I avoid the things in game unless there's a real need
Re: urbanwaralpha1 hl2dm Posted by sgtfly on Mon Feb 15th 2010 at 1:47pm
sgtfly
273 posts
Posted 2010-02-15 1:47pm
sgtfly
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273 posts 347 snarkmarks Registered: Jan 24th 2005 Occupation: 5 more years of BS and I'm done. WOOHOO! Location: Batavia,IL USA
actually the scaffolding is only there to allow access to each building from the top scaffolding platforms, the ladder part of it is non-functioning and can't be used. My plan is to use something to block it so players can get around but know not to use it from the ground.
I know dark is bad for a map, but I tend go for a dusk or dawn lighted map for atmosphere, and lighting those correctly for good gameplay is tough. (at least for me)
Light is faster than sound:That is why some people appear bright until you hear them speak.

Your riches in life are family and friends, everything else is just a distraction.
Re: urbanwaralpha1 hl2dm Posted by SamCom on Mon Feb 15th 2010 at 5:01pm
SamCom
14 posts
Posted 2010-02-15 5:01pm
SamCom
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14 posts 991 snarkmarks Registered: Feb 29th 2008 Location: Austin, TX
Do you have an overhead view? It looks cool, but I'm having a hard time visualizing the layout. Are you planning to add some more cover to the streets? They look pretty open and bare right now. The side of the building in the third shot down could probably use some detail, maybe a billboard or more windows?
Re: urbanwaralpha1 hl2dm Posted by sgtfly on Mon Feb 15th 2010 at 7:14pm
sgtfly
273 posts
Posted 2010-02-15 7:14pm
sgtfly
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273 posts 347 snarkmarks Registered: Jan 24th 2005 Occupation: 5 more years of BS and I'm done. WOOHOO! Location: Batavia,IL USA
I will post an overhead view asap. Yes there will be alot more content added to the streets and buildings. This a very early work here, but it's basically the three brick buildings and the street in front of and either side that are playable.
Light is faster than sound:That is why some people appear bright until you hear them speak.

Your riches in life are family and friends, everything else is just a distraction.
Re: urbanwaralpha1 hl2dm Posted by SamCom on Tue Feb 16th 2010 at 12:09am
SamCom
14 posts
Posted 2010-02-16 12:09am
SamCom
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14 posts 991 snarkmarks Registered: Feb 29th 2008 Location: Austin, TX
Sounds good, I'm looking forward to seeing more progress!
Re: urbanwaralpha1 hl2dm Posted by sgtfly on Wed Feb 17th 2010 at 11:15pm
sgtfly
273 posts
Posted 2010-02-17 11:15pm
sgtfly
member
273 posts 347 snarkmarks Registered: Jan 24th 2005 Occupation: 5 more years of BS and I'm done. WOOHOO! Location: Batavia,IL USA
Here's the overhead view of the map and the playable area in it.
[IMG]http://i82.photobucket.com/albums/j262/boppa54/urbanwaralpha10037copy.jpg[/IMG]
Light is faster than sound:That is why some people appear bright until you hear them speak.

Your riches in life are family and friends, everything else is just a distraction.
Re: urbanwaralpha1 hl2dm Posted by Riven on Thu Feb 18th 2010 at 4:40am
Riven
1640 posts
Posted 2010-02-18 4:40am
Riven
Wuch ya look'n at?
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1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Oh, its a lot smaller than I thought. Must be mainly Z-axis oriented between the three buildings I suppose. It looks like you've put a lot of detail into those destroyed walls. The brushwork around the broken edges looks pretty superb from the ss. Also I gotta love the attention to building elements. Stud frames are cool. Perhaps add some hanging drywall segments that could be "shot-out" much like the picture frames in CSS. That way players could create new lines of sight. Or they could just rip off the panels with the grav gun and use em as shields and ammo.

That staircase in the 3rd pic from the bottom, seems to be very massive and thick. Or in level design terms: very blocky. I know it's made of brushes, that's what I'd do too, but I would perhaps make it appear a little less obscene on the building. it may share benefits for gameplay (being able to move around quickly over it) but for aesthetics, I don't believe it fits the fiction. If you're allowing stud-frame details in the 'world' then I would adopt a more rigorous approach to some of the other elements such as this fire escape stair case or the building facade. (sink-in inaccessible windows [like in pic 3] or protrusions to door frames and other molding-like cases).

About the ladders for show only: I'm not very fond of that idea just from experience. Climbing ladders is a known game mechanic. What signifier are you placing here to make these ladders appear at first glance not climbable? I understand why you don't want players to climb them, but a player may not be able to understand within the fiction of the world. I would totally remove them or place something that sets them apart differently as non-climbable ladders.

Not too much to say about that. Although one more question: There are a lot of roads connecting this map to the outer perimeter. How do you plan to conveniently 'block off' the player at every road? They can't all have massive pot holes or fallen trucks :p. That is a hard one.

But as I was saying before though, this map in it's current iteration looks pretty impressive and looks to be well on its way to becoming something excellent. I look forward to the lighting too!
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: urbanwaralpha1 hl2dm Posted by sgtfly on Thu Feb 18th 2010 at 10:23am
sgtfly
273 posts
Posted 2010-02-18 10:23am
sgtfly
member
273 posts 347 snarkmarks Registered: Jan 24th 2005 Occupation: 5 more years of BS and I'm done. WOOHOO! Location: Batavia,IL USA
Basically what I've done as far as the roads go, I have set up a road construction scenario where the roads are barricaded off from traffic (simply road closed) there are barricades at all relevent intersections. I'm adding elements for street repair as I go, right now I'm modeling some road equip, etc. For believability I have kept the alley behind the homes accessible to traffic to add to that.
The ladders on the scaffolding will be blocked by boards, blocks tool boxes,etc. They won't hinder movement but will be obvious to the player that they can't be used. If I can't work that out I'll remodel them.
The stairs do look odd in the pic but they look different in game, pic doesn't do them justice. I can tweak them abit, it may be the texture that's causing it. They really aren't much wider than the door and typical for row homes, solid concrete stairs, they also lead down into the basement so the are two sets of stairs there.
You may be seeing the retaining wall as part of the stairs.
Alot of work yet to go, and I appreciate the input from you guys, you gave me some ideas too. I don't get to play them that much but I love trying to build them. :)
Light is faster than sound:That is why some people appear bright until you hear them speak.

Your riches in life are family and friends, everything else is just a distraction.