Re: Eynesbury
Posted by Crono on
Sat Feb 21st 2004 at 12:51am
Posted
2004-02-21 12:51am
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get to learning hint brushes then :smile:
Vis blocking around corners of course.
Man, I always think Libraries in maps will kick ass . . . however I have yet to see a good one lol Let yours be the first.
I must say Wil5on, you're map is rather hyped considering your updating every time you make a change lol.
But uh, wow, 500, really? Jesus. You should of made the legs func_walls so that they didn't splice up the floor (which was probably one of the really big r_speed killers.
Re: Eynesbury
Posted by wil5on on
Sat Feb 21st 2004 at 1:35am
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I did make the legs func_walls... its just that there were so many tables, and alot of the time they were all visible (damn architects...)
I'll go lurn me some hints.
Re: Eynesbury
Posted by Crono on
Sat Feb 21st 2004 at 1:39am
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Oh . . . damn.
Well just think about this . . . what if you didn't :biggrin: lol
Re: Eynesbury
Posted by wil5on on
Fri Mar 12th 2004 at 8:14am
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OK, I've added some more cool stuff now:
Overhead projector
Computer room (computers need textures...)
More decorations
I know the projectors use the default glow sprite, I'll change it now I know everything else looks ok.
BTW, the scientist poster in one of those pictures is, in the actual school, a poster of famous economists. I think this poster is better tho :biggrin:
Re: Eynesbury
Posted by wil5on on
Fri Mar 12th 2004 at 8:24am
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If it was a bomb map, in a school, noone would play as CTs! /jk
Re: Eynesbury
Posted by Gollum on
Fri Mar 12th 2004 at 10:32am
Posted
2004-03-12 10:32am
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I like the projection in the shot #1 :smile:
Re: Eynesbury
Posted by fishy on
Fri Mar 12th 2004 at 11:50am
Posted
2004-03-12 11:50am
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it could be because of the lack of natural light in shot 3, but the plants look quite poorly. maybe use some plastic ones in there instead.
Re: Eynesbury
Posted by Andrei on
Fri Mar 12th 2004 at 7:38pm
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Yeeees, the projection pic is cool, but that door is a bit weird.
Re: Eynesbury
Posted by Crono on
Fri Mar 12th 2004 at 9:23pm
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It's looking better then before. just maybe you want to rethink some of your placement on details to the walls.
Such as, in screen shot 1, the clock overlaps the board. Is it really like that in your school?? Most schools put the clock on the opposite wall or the (facing the board) left adjacent wall. I've never seen it on the same wall, so obviously it wouldn't be covering the board :smile: .
The overhead looks good, so does the table, I'd suggest toning down the halos and glows you got going there though. Overheads aren't that bright lol.
Also, that light switch is freakin' huge. other then that it's starting to look rather nice.
Much better then the undetailed screens you had up awhile ago.
Oh, also. Are the plants really that young? I mean they look like saplings. You can fudge a little bit from reality and put some nice plants in there, it wouldn't do anything, but improve the map :smile: . . . . or clutter it. I'd have to see it to be able to make a judgement call. Anyway, keep it up, it's looking good.
Re: Eynesbury
Posted by wil5on on
Sat Mar 13th 2004 at 6:27am
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Thanks Crono, that stuff helps.
I'll get rid of the light switch, that room can just stay dark. The plants are just the plant models out of HL, I'll see if I can find some good ones on the net. I'll fix those clocks too (thanks for pointing that out, I'd actually forgotten about that, but they should be on the same wall as the board). I also plan to narrow the corridor (the one with the plants).
Andrei -> I'm not sure what I can do to fix the look of the doors, but if I think of something, I'll implement it.
Thanks for the helpful feedback guys.
Re: Eynesbury
Posted by Crono on
Sat Mar 13th 2004 at 6:31am
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You could take a picture of the doors at your school..... I think the reason why everyone's having problems with the doors is that they're flat yellow. They have no depth to them, at least not any noticable depth from the screenshots.
I personally think this map would greatly benefit with a nice set of custom textures. Such as the carpet, walls, doors, and so on. But that's just me, it is your map so the ultimate amount of work you want to put in is, obviously, up to you.
Re: Eynesbury
Posted by wil5on on
Sat Mar 13th 2004 at 6:42am
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The thing is, the actual doors at the school are plain yellow! They have no depth to them either (its actually a bit creepy now I think about it).
Re: Eynesbury
Posted by Crono on
Sat Mar 13th 2004 at 6:50am
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No, if you took a picture I'm sure they'd have tiny scratches, paint texture, or even light shining off of them. If they are a FLAT yellow with no depth of anykind your school is the Nexus of the universe lol.
Re: Eynesbury
Posted by Andrei on
Sat Mar 13th 2004 at 11:36am
Posted
2004-03-13 11:36am
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Whats detention? Somekind of medieval torture in the schools dungeon (sounds bad anyway...we dont have detention here, you do something bad, you get your behaviour grade down or/and you get kicked out, without the right to ever applying to a school EVER)? :eek:
Re: Eynesbury
Posted by wil5on on
Sat Mar 13th 2004 at 11:50am
Posted
2004-03-13 11:50am
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Crono -> Adding noise with photoshop seems to help.
Andrei -> Detention (here) isnt so bad, at my previous school de_ths, I got detention a few times. They just stick you in a classroom and make you shut up for the entire lunch break.
Re: Eynesbury
Posted by ReNo on
Sun Mar 14th 2004 at 5:48pm
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SHOT 1
Argh, its a giant lightswitch, RUN!!! The projection looks damn cool but in a sense too detailed for 256x256 texture size - is it larger? If so I believe it may cause problems on some systems, but then I'm really outdated in my HL knowledge these days, so I may be wrong. If its 256x256 or less then ignore this rant entirely :smile:
SHOT 2
Loving little details like that, but unfortunately its still not doing enough to lift the drab repetitivity of the architecture.
SHOT 3
What sort of lame plants are those? I agree that school greenery can be a bit of a laughable attempt at making the place more attractive but surely nowhere is THAT poor at picking plants? Those walls need breaking up more too.
SHOT 4
Oh mai, this needs broken up. At the very least, make some monitors blank and vary the pictures on them. Secondly, all those computers on a long desk would be putting insane pressure on the wall its set into - it would definately have some legs holding it up. These need only be triangular prisms to be honest - 3 sided pillars. Make them 1 unit above the floor and 1 unit below the desks and they wont chop up any faces either. Third, how are all those computers getting power? Most labs I've seen have some sort of power / network conduit running along the wall above or below the computers - essentially just a white box normally running along the length of the computer span. Obviously it would take too many polys to model all the wires to the computers but at least having the conduit would break up the wall a little.
OVERALL
I appreciate you might be going for a clean and "untouched" look to the map, but little variations like the odd light turned off could help out a fair bit. Also, I think the textures you are using are extremely suited to the theme, but you need more of them. Perhaps most of the classrooms would have the same carpets, but I imagine the corridors and intermediary rooms would have something less prone to absorbing dirt from shoes (for example, marble, tiles, whatever...). Your walls are normally very long, flat, and featureless. Sure this is functional in a realism sense but it leads to a boring looking map. Take a look at cs_office, it is a great map from a realism point of view. It has pillars and alcoves, trims and borders, noticeboards and vending machines, all used with enough variety to make things look damn nice and still realistic. Take a leaf out of its creators book and you could improve things greatly :smile:
Don't be disheartened though - through the use of those posters and the projector and things, you are showing yourself to be pretty talented at making things look right, just spend more time on the general architecture too and you should come up with something cool.
Re: Eynesbury
Posted by wil5on on
Mon Mar 15th 2004 at 10:36am
Posted
2004-03-15 10:36am
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The big nasty lightswitch has been removed. Also, I've limited myself to 256x256 max texture size.
Will fix plants soon enough.
Current computer room is very preliminary, I'll "do it up" a bit when I get a chance to.
Thanks Reno, I really appreciate helpful comments like this.
Re: Eynesbury
Posted by esechre on
Tue Mar 23rd 2004 at 11:33am
Posted
2004-03-23 11:33am
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hey wilson, i live in adelaide aswell :biggrin: i go to norwood morialta (senior school) :biggrin: (sorry about offtopic)
-BB
Re: Eynesbury
Posted by ReNo on
Wed May 5th 2004 at 12:48pm
Posted
2004-05-05 12:48pm
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Its been five pages and a long time - people do lose interest in projects after a certain degree of time I'm afraid, which is why its often wise to delay mentioning it until its nearly complete.
I've still to take a run through Gorb's map let alone this one - coursework deadlines are very near and I've still a s**t load of work to do I'm afraid :sad:
Re: Eynesbury
Posted by Myrk- on
Wed May 5th 2004 at 1:19pm
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Well beat this Reno- I haven't even played Gollums boulder map :biggrin:
Re: Eynesbury
Posted by Gollum on
Thu May 6th 2004 at 1:12pm
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My old trick when I was still mapping was to make a new thread for every beta (well, every alpha too, but I use different naming conventions to most people....).
I found that this generated more interest. But you need to ensure that there is a substantial change from each version to the next.
Re: Eynesbury
Posted by Gollum on
Thu May 6th 2004 at 1:34pm
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Well I posted 5 :biggrin: Of course, that was spread over a long time period. I would say it's okay so long as you have made substantial changes. Use your common sense - so don't post a new one each day!
Re: Eynesbury
Posted by ReNo on
Fri May 7th 2004 at 5:10am
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Its impossible now though, since you link map forum posts with your profile maps.