Re: Midnight
Posted by Anomaly on
Sat Oct 2nd 2004 at 1:27pm
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This is the third map I've made for HL. It's far from finished, but it's coming along well.
Your comments and critique are welcome.
The adjustments to the screenshots (as mentioned in the map description) were: 10% brightness, 35% contrast. It looked pretty good in-game but the screenies after conversion to 640x480 came out a little too dark, hence the adjustment.
Re: Midnight
Posted by ReNo on
Sat Oct 2nd 2004 at 2:11pm
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The second and third shots look to have some interesting architecture,
but the first looks rather simple in this respect. The lighting is
dragging the whole thing down in my opinion, and the texturing isn't
helping either with some really suspect choices being evident. You may
want to look into using some light_spots, and also some small accentual
lighting that adds spots of colour to certain areas. Looks like a
reasonably promising, if somewhat generic, deathmatch map.
Re: Midnight
Posted by Anomaly on
Sat Oct 2nd 2004 at 3:16pm
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Yeah, I wasn't too happy with that hallway either. I'm working on changing it around some as well as giving it an alcove.
Re: Midnight
Posted by SWATSiLeNt on
Sat Oct 2nd 2004 at 3:30pm
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I like how you use the architecture to your advantage it can create nice things. Good work..
Re: Midnight
Posted by Spartan on
Sat Oct 2nd 2004 at 4:54pm
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Texturing stays to together but the hallways are still a little bland. I understand these are early screens so if we could see some pics of open areas and not just hallways it would help to determine what the map will be like.
Re: Midnight
Posted by Anomaly on
Sat Oct 2nd 2004 at 5:18pm
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ReNo:
That hallway has been totally replaced, now, and a new image is in the spot of the old one. Let me know what you think.
Spartan 34
Screen 2 is an open area, but it isn't quite finished and is still a little cramped. I'll try to improve the hallways more.
Re: Midnight
Posted by Hugh on
Sat Oct 2nd 2004 at 6:58pm
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I feel sorry about your SW mode. 2nd screenie, don't have the border texture on all sides, put something else. Last screenie reminds me of Star-Gate. Nice work.
Re: Midnight
Posted by Crono on
Sat Oct 2nd 2004 at 9:11pm
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You can delete shots, just post which shot you deleted and replaced, or link it outside. The reason why I say this is you can only have 5 shots uploaded on the pit so it'd be retarded to have the same hallway with before and after shots on an unfinished map.
Re: Midnight
Posted by ReNo on
Sat Oct 2nd 2004 at 10:22pm
Posted
2004-10-02 10:22pm
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The new shot is definately an improvement, however that blue spotlight
texture on the left is awful when made that obvious. Check out
~spotblue for a slightly nicer blue spotlight. That said, I don't think
either will look good in this scenario.
Re: Midnight
Posted by Spartan on
Sun Oct 3rd 2004 at 2:12am
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The first shot looks like it would be easy to get stuck on the walls.
Re: Midnight
Posted by Crono on
Sun Oct 3rd 2004 at 5:01am
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It's probably clipped though.
I think overal it just needs some more interesting textures, because the architecture looks decent enough.
Re: Midnight
Posted by JFry on
Sun Oct 3rd 2004 at 6:06pm
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Yes the architecture is pretty nice but the textures could be better, particularly the trim on the arches in the second pic looks out of place to me. Also I think you're lighting is a little too functional. Try to add more contrast and move the lights around so they highlight the brushwork better.
Re: Midnight
Posted by Anomaly on
Mon Oct 4th 2004 at 5:49am
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Ok, I went out to Wadfather and picked up a ton of new textures. Hopefully I'll be able to find something within the spruce up the texturing.
ReNo
~spotblue? Where's that? I searched the forums for it, found nothing.
The blue spots in that portion of the hallway have been removed. The white spots are still there, as are the blue spots further along in the hexagonal hall. I'm still working on finalizingthat hexagonal hall, so don't put too much stock in how it looks currently.
I've added and changed a bunch of stuff; I'll post some screenshots tomorrow or so. And this time, I'll post them in the thread and link them off my site, just for Orpheus.
Re: Midnight
Posted by Cassius on
Mon Oct 4th 2004 at 6:08am
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The problem here is that beneath all the crazy geometry, it's pretty plain. Along with new textures, it could use some more logical, human architecture - right now, some parts look like a jumble of ill-fitting, crazy shapes.
Re: Midnight
Posted by ReNo on
Mon Oct 4th 2004 at 10:27am
Posted
2004-10-04 10:27am
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Its a texture, search the HL wad for it in hammer :razz: Since you have removed those lights its not a big issue however.
Re: Midnight
Posted by Anomaly on
Mon Oct 4th 2004 at 2:15pm
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Thank you, ReNo, I had no idea if you were talking about a texture, a tutorial, a prefab model, or what. I also appreciate that you're willing to help someone out who is new to all of this, who got into Half-Life mapping late in HL's lifespan, and that you do not make them feel like a moron for missing the obvious. Thank you, ReNo, for your help.
Too often these days, the internet is filled with twits who feel like it is their duty to just hassle people and ridicule them. It must be compensation for something else they're lacking in their lives, because they certainly offer nothing constructive in their criticism.
Not that there's any of those types around here.
Just sayin'.
Re: Midnight
Posted by Orpheus on
Mon Oct 4th 2004 at 2:21pm
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be careful whom you alienate bud, you never know exactly how much experience that may cost you :/
by my count, at least 6 people helped you out this time, next time it might only be duncan.
not that, that has happened here mind you..
Re: Midnight
Posted by Adam Hawkins on
Mon Oct 4th 2004 at 3:00pm
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I kind of agree with Cassius - while there are some nice shapes being thrown about, it needs a bit of consistency, rather than trap you might fall into of 'the triangle corridor that leads to the square corridor' etc.
Get some consistent design (doesn't have to be the same everywhere, just some kind of linking theme), and definitely work on the textures as it just seems like one big concrete slab at the moment. If you're intent on keeping those textures, you might want to play around with the lighting a little more to add a bit of life to it :smile:
Re: Midnight
Posted by Anomaly on
Mon Oct 4th 2004 at 3:43pm
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Thanks, Adam (and Cassius, and JFry). You're right about it not having a theme, so I'm going to take a break on it and contemplate how I can incorporate a theme back into it. Originally the theme was 'ancient technologists' (kind of like Stargate's villains) whereby stone and technology is kind of merged, but that sort of went out of the window with the addition of the room in Pic#2. So it's time to retreat, rethink, and redesign. Perhaps that theme is still possible.
Thanks to everyone who offered their constructive opinions. This newbie mapper greatly appreciates the time and effort.
Re: Midnight
Posted by Orpheus on
Mon Oct 4th 2004 at 3:59pm
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there, thats better, you don't need to exactly single names out each time, unless you are silly enough to boldly type only reno.
perhaps its time to introduce myself.. Orpheus- Master critiquer, i give no advice that is not positive, constructive feedback.
welcome to the snarkpit.
Re: Midnight
Posted by Orpheus on
Tue Oct 5th 2004 at 10:03am
Posted
2004-10-05 10:03am
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upon reconsideration, i may have been a bit harsh.. you most likely do not know me very well, or worse, think you do.
if you want a proper critique, ask.. i will give this map my full attention.
there is no sense in my inadvertently ruining your outlook of the snarkpit..
my apologies.
Re: Midnight
Posted by Minotaur0 on
Thu Oct 7th 2004 at 4:50am
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nice to know that ppl still use halflife.wad...
Re: Midnight
Posted by G.Ballblue on
Thu Oct 7th 2004 at 8:10pm
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Hmm... Screen 3 looks like something out of Quake 2..... As for the rest, the architecutre looks good, but you should try to get some custom textures : the standard HL ones are drabbing on your architecture...