[EP2] Aquaduct - Maps 2 and 4 of 5

[EP2] Aquaduct - Maps 2 and 4 of 5

Re: [EP2] Aquaduct - Maps 2 and 4 of 5 Posted by Aazell on Sat Jun 4th 2011 at 9:24am
Aazell
51 posts
Posted 2011-06-04 9:24am
Aazell
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51 posts 5 snarkmarks Registered: Jun 4th 2011 Location: London UK
Hey All

Oddly I've built map 2 and 4 out of my 5 map series... when finished they'll flow together in a half-life stylee.
Map 1 will require plenty of scripting to set the scene and map 5 will require a shed load of outdoor environment sculpting so I've left them till last. Click on the two linked instalments below to download...

ep2_aquaduct-1_5
[URL=http://www.mediafire.com/file/wt655kvux5g6blh/ep2_aquaduct-2_5.bsp]ep2_aquaduct-2_5[/URL]
ep2_aquaduct-3_5
[URL=http://www.mediafire.com/file/uuszylzw6nfqdzs/ep2_aquaduct-4_5.bsp]ep2_aquaduct-4_5[/URL]
ep2_aquaduct-5_5

Screenshots

ep2_aquaduct-2_5

[IMG]https://lh4.googleusercontent.com/-R7JV2eth62o/TeV91lAkk8I/AAAAAAAAA2A/i6ki8VNn90I/ep2_aquaduct-2_5-1.jpg[/IMG]

[IMG]https://lh3.googleusercontent.com/-2NQz_EcZQuM/TeV91ceYf1I/AAAAAAAAA18/DQJdVTjPGJ4/ep2_aquaduct-2_5-2.jpg[/IMG]

[IMG]https://lh3.googleusercontent.com/-1-zmXXXWR0g/TeV92Ejl5BI/AAAAAAAAA1Y/Hioz6n5rhm0/s800/ep2_aquaduct-2_5-3.jpg[/IMG]

[IMG]https://lh5.googleusercontent.com/-rJW-7ORu3E4/TeV92p3900I/AAAAAAAAA2E/sNF5FI1hybE/ep2_aquaduct-2_5-4.jpg[/IMG]

[IMG]https://lh3.googleusercontent.com/-tpTznwDmQYg/TeV922gW8LI/AAAAAAAAA1g/9QgWRMVBnMc/ep2_aquaduct-2_5-5.jpg[/IMG]

ep2_aquaduct-4_5

[IMG]https://lh4.googleusercontent.com/-TOHwQ52Vicg/TeV6WmuABMI/AAAAAAAAA14/monkNEQhOls/ep2_aquaduct-4_5-1.jpg[/IMG]

[IMG]https://lh5.googleusercontent.com/-XtzS1r1T4tw/TeV6WasmIYI/AAAAAAAAA10/7dBIlqlp_7s/ep2_aquaduct-4_5-2.jpg[/IMG]

[IMG]https://lh6.googleusercontent.com/-PDMuEVVPwaw/TeV6V7zRhPI/AAAAAAAAA1w/XFviR0gL_7Y/ep2_aquaduct-4_5-3.jpg[/IMG]

[IMG]https://lh4.googleusercontent.com/-Iz78Jz2LP-M/TeV6XFgiX_I/AAAAAAAAA1E/tswaEmFdKkw/ep2_aquaduct-4_5-4.jpg[/IMG]

[IMG]https://lh6.googleusercontent.com/-IhzL4NSdUbE/TeV6X6hZQWI/AAAAAAAAA1I/NXeYmcQdcRc/ep2_aquaduct-4_5-5.jpg[/IMG]

Hope you have fun with these for now and please let me know what you think of my work.
Re: [EP2] Aquaduct - Maps 2 and 4 of 5 Posted by Riven on Tue Jun 14th 2011 at 7:14pm
Riven
1640 posts
Posted 2011-06-14 7:14pm
Riven
Wuch ya look'n at?
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1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
I took the opportunity to go ahead and play through this one. And it was actually a lot of fun!

I do look forward to seeing the connection between the two maps, and also the greater campaign before and after them. It makes for an interesting release pattern.

While even though I was able to enjoy myself around the map, there certainly were a lot of pitfalls that many users besides me I'm sure will find qualm with and stop playing immediately. The maps produced several intense moments that I enjoyed such as the rushing water in the large shaft, and the floating raft was pretty neat.

That being said, I must say the map is lacking in good lighting, as well as appropriate detail and many other things too numerous to mention. lighting, architecture, and the puzzles could use some work. When talking about story, I didn't feel any whatsoever. The map actually had a nice flow to it with the gameplay, and I didn't feel like it got slow at any one part, but the distraction from not being able to see where I was going sometimes, and not knowing where I was in the world, made it extremely hard to give up my suspension of disbelief about the actual existence of such a place.

Lighting was little to none, and the areas suffer greatly from this. most of the lighting was supported by ambient lighting from the sky, which isn't necessarily a bad thing, but it didn't contribute to the overall aesthetic of the place, but didn't take away from it either. It was meh. In terms of the level, I felt like I was in some kind of abandoned water treatment plant, but it wasn't obvious, and it is only in retrospect that I can reflect on this. There is a lot of overused textures with maybe a texture pallet of about 30 it seemed, versus some of the variation of textures used in Valve quality maps (usually somewhere around 80-100). So it made the spaces feel very repetitive and boring for a little bit. The catwalk fight and smashing through that window are some of the more memorable points in the map, but the catwalk fight was nothing spectacular, and the smashing window scene, was fun, but I died a couple of times before I figured I could do that at all. It wasn't obvious enough because I hadn't done that before in the level.

The detail in the levels was down to a pretty thin minimum. And I think the map suffers a lot from this. Maybe more so than from the lighting or architecture. The detail focused on what seemed like only gameplay elements, like light models, columns to break up geometry, and table models to hold things. These things are good, but you can support WAY more. I don't mean to clutter your map up with more models, but definitely stay away from having completely square rooms for every space!

Lastly, the puzzles were simple enough, but not entirely obvious and somewhat frustrating. This could be something you were going for, or not, so you can ignore this crit, but I found the first puzzle of lowering that walking bridge to be creative, but not intuitive enough; only because nowhere else in the half-life universe could I shoot at cables to break them. If you want to keep the puzzle in that way, you need to introduce this ability earlier on in the map or maybe one of the earlier maps yet to be built to let the player know they can do this to any cable or special cables only in your maps.

Overall, the maps were fun, but they have a long way to go before they could be considered finished. They're rough, and use of a lot of the effects in Source are lacking. (Yea, I noticed the dust motes around the lights in the catwalk, but those were isolated). Basically you need more detail like that, but on much finer points in the level. It has good gameplay flow going for it, so you can keep the layout of the level, I would just spruce it up a bit with better lighting and a better art pass with more detail and closer attention paid to texture usage and lighting especially. Thanks for posting and good luck! :thumbsup:
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: [EP2] Aquaduct - Maps 2 and 4 of 5 Posted by Aazell on Wed Jun 15th 2011 at 1:55am
Aazell
51 posts
Posted 2011-06-15 1:55am
Aazell
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51 posts 5 snarkmarks Registered: Jun 4th 2011 Location: London UK
Holy shit... feedback from Riven... ok dude... just try to act cool!

Wow... great feedback. I'm glad you had fun with these.

I make no excuse for the lack of detailing or beautiful lighting. My primary focus with these maps was to put gameplay first. To see if I could come up with enough good gameplay ideas to make a small series of maps, memorable enough and fun enough without going to town on the details.
It's not there yet and I do intend to return to these maps to add lots more detail and architecture.

Alas I have limited time for mapping unfortunately so this leaves me with a choice at the moment. Do I make the map fun and gameplay orientated or pretty but dull.

I chose the former for now. The nice thing about getting the gameplay sorted first of course is that, as you point out I can always do further art passes and improve the detail and lighting at a later date. If you spend all your time on art and detail at this point you could find out later that the gameplay is awful but ooh doesn't it look pretty.

Player training is a big deal when coming up with new types of gameplay. Trying to think of ways (other than screen text, which i'm thoroughly ashamed of by the way) to get the player used to an idea (i.e. the raft, the window jump, the cable breaking) without having to spell it out is quite tough.

It's why Valve are so good at what they do, the playing ball with dog scene was just a genius way to introduce the grav gun.

Anyway, the raft scene in map 2 was intended to train the player for using the raft under more pressure in map 4.. so I think I'm getting the hang of it.

The first map in the series will be entirely with the grav gun so there's lots of opportunities for puzzle areas to train the player in the cable breaking element. I think there's a lot more fun to be had with that and the physics engine too.
That's the nice thing about releasing in this order, you can always set something up in an earlier map section if it isn't obvious to the player at the time.

I want my puzzles to be intuitive. The player should always understand what the goal is and what they have to do. The puzzle should be mastering the skill to complete it rather than bouncing off the walls hitting the use key a lot.

I'm working on the 3rd instalment right now where I shall attempt to scare the pants off the player, don't expect a great looking map but hopefully do expect a fun experience...

... for now... lol..

Thanks again for your comments...
Re: [EP2] Aquaduct - Maps 2 and 4 of 5 Posted by Aazell on Thu Jun 16th 2011 at 9:53pm
Aazell
51 posts
Posted 2011-06-16 9:53pm
Aazell
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51 posts 5 snarkmarks Registered: Jun 4th 2011 Location: London UK
Did a detailing and lighting pass on the first section of map 2-5.

Culled the daylight and altered some light maps on the brush faces.

More to do but and HDR render with some additional parameters makes a world of difference I think...
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Re: [EP2] Aquaduct - Maps 2 and 4 of 5 Posted by Aazell on Fri Jun 24th 2011 at 3:49am
Aazell
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Posted 2011-06-24 3:49am
Aazell
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51 posts 5 snarkmarks Registered: Jun 4th 2011 Location: London UK
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Re: [EP2] Aquaduct - Maps 2 and 4 of 5 Posted by Aazell on Mon Jun 27th 2011 at 1:52pm
Aazell
51 posts
Posted 2011-06-27 1:52pm
Aazell
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And so the detailing continues....
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Re: [EP2] Aquaduct - Maps 2 and 4 of 5 Posted by Aazell on Thu Jun 30th 2011 at 3:15pm
Aazell
51 posts
Posted 2011-06-30 3:15pm
Aazell
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51 posts 5 snarkmarks Registered: Jun 4th 2011 Location: London UK
EP2_Aquaduct_2-5

Detailing and Detailing!!!!

[IMG]https://lh4.googleusercontent.com/-3SO6P2k2Z4c/Tgu5QBUAYTI/AAAAAAAAA7A/y8BxcCEZlUk/ep2_aquaduct-2_5-Detail10.jpg[/IMG]

[IMG]https://lh5.googleusercontent.com/-HtXz2sfg2L0/Tgu5QlvPZXI/AAAAAAAAA7E/NSCj3HmDsBA/ep2_aquaduct-2_5-Detail9.jpg[/IMG]

[IMG]https://lh5.googleusercontent.com/-sa-7sjH1rOI/Tgu7NGGttFI/AAAAAAAAA7Q/5Ry5XCXJOfQ/ep2_aquaduct-2_5-Detail11.jpg[/IMG]

I love the shot below.. it's an accidental silhouette during the lighting process but the Combine eyes in combination with the glare of the strip light behind just made me so happy! :)

[IMG]https://lh5.googleusercontent.com/-30cetT67WHA/Tgu5PBzJmkI/AAAAAAAAA68/YqT4IP6cglc/ep2_aquaduct-2_5-Detail8.jpg[/IMG]
Re: [EP2] Aquaduct - Maps 2 and 4 of 5 Posted by Aazell on Thu Jun 30th 2011 at 4:04pm
Aazell
51 posts
Posted 2011-06-30 4:04pm
Aazell
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51 posts 5 snarkmarks Registered: Jun 4th 2011 Location: London UK
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Re: [EP2] Aquaduct - Maps 2 and 4 of 5 Posted by Aazell on Sat Jul 16th 2011 at 11:06am
Aazell
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Posted 2011-07-16 11:06am
Aazell
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Lighting Test - ep2_aquaduct_3-5
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Re: [EP2] Aquaduct - Maps 2 and 4 of 5 Posted by Aazell on Thu Jul 28th 2011 at 10:49pm
Aazell
51 posts
Posted 2011-07-28 10:49pm
Aazell
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51 posts 5 snarkmarks Registered: Jun 4th 2011 Location: London UK
EP2_Aquaduct_4-5
Detailing.. realised that a chamber that fills from time to time would probably be covered in green stuff...

Green will lighten up the nearer you get to the top of the chamber..

Needs more detailing... so much detailing but I like the look!

Let me know if you see anything a bit wonky!

[IMG]https://lh5.googleusercontent.com/-6Fi7Fs3QGfs/TjHdj7EoJVI/AAAAAAAAA94/MS8ChFZuRaw/ep2_aquaduct-4_5-6.jpg[/IMG]

[IMG]https://lh3.googleusercontent.com/-q_mUQrbKCVA/TjHdhbWoxrI/AAAAAAAAA9w/hDoOdPx4Zr4/ep2_aquaduct-4_5-8.jpg[/IMG]

[IMG]https://lh6.googleusercontent.com/-Vd8Ncv-UEk4/TjHdhfPDwnI/AAAAAAAAA9s/8Np5m2VHHXg/ep2_aquaduct-4_5-9.jpg[/IMG]

[IMG]https://lh3.googleusercontent.com/-_tbax5vGANA/TjHdhZDQyLI/AAAAAAAAA90/Yv8FfgClzu4/ep2_aquaduct-4_5-7.jpg[/IMG]

[IMG]https://lh6.googleusercontent.com/-2sS1-n6KkTM/TjHdkfg3wKI/AAAAAAAAA98/Eg6em-PHr5o/ep2_aquaduct-4_5-10.jpg[/IMG]