Re: "Diner" map
Posted by R@lph VViggum on
Sun Aug 31st 2003 at 4:37am
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Occupation: Level Designer
Location: Illinois
This is a great second map, I like this. It's original, but I'd make it bigger. Maybe like a city type area, include a parkin garage and maybe some other buildings. Just a thought. :rolleyes:
Re: "Diner" map
Posted by Sushi on
Sun Aug 31st 2003 at 5:42am
Sushi
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Occupation: Student
Location: Hollywood, California
Good detail to everything; the only thing I can suggest is more outside objects. Like Wiggum said; even a parking lot; not even a garage just a lot with maybe a section of a street with a bus stop and some street lights. The Actual dinner looks good for a 2nd map.
Re: "Diner" map
Posted by Cassius on
Sun Aug 31st 2003 at 2:43pm
Cassius
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You should make maps for The Specialists Roleplay. That looks just like Westminster.
Re: "Diner" map
Posted by Ryandor on
Sun Aug 31st 2003 at 4:53pm
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Location: CO, US
First let me say, Juim, that is an incredible map! Quite a bit further up the chain than I am, but hopefully I'll get there eventually.
Other points made. Yes, I'm rather unhappy with the sky, but it was the closest thing out of the standard skys that fit an urban feel. The "desert highway" idea is a better one. Why didn't I think of that? :P
One of the issues I have is including anything that can't be inbedded into the wad. Textures are no problem, but skys, sounds, etc must be seperate. I tend to want to fall on the "easy" side for others to play the map. The "just drop the bsp into /valve/map and play", but obviously the quality suffers for it. Is there a way to make it an optional thing, short of making two versions (one with custom sky, etc and one with standard stuff)?
Textures: God I suck at textures. Period. I really don't have an eye for textures. I actually had a friend sitting here giving suggestions so credit goes to her. Part of the problem is the "game scale." I've got it down for the most part, but things like doors can be a problem. (also, take a look at the file cabinet in game. It's too big.) The scale then throws off my textures. Sure it lines up decent, but if the door, whatever is too big, then the texture is too big as well. I think that's my biggest downfall at this point. That, and detial.
Detail: Yes, it's too small, and too open. I fell into the trap early in this map with the windows. This is why the map isn't as big as it could be, and why there's basically nothing outside the diner proper. I thought (when I started) that the map was small enough to handle it, but I was dead wrong. The diner originally had a whole other row of booths, but I was dropping 400+ polys in software mode.
Granted, even though this was a throw-together map for a friend, and for such, it's fine, but I really should have remade it from scratch for general release.
Thanks agian for the comments. Keep them coming if you feel the need.
-Ryandor
Re: "Diner" map
Posted by Vash on
Sun Aug 31st 2003 at 6:00pm
Vash
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Thats a nice map for your 2nd. a bit more detail on the textures and it`ll be a nice DM level!
Re: "Diner" map
Posted by Myrk- on
Sun Aug 31st 2003 at 11:15pm
Posted
2003-08-31 11:15pm
Myrk-
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You don't need to include the e-poly value, unless you have no weapons out. E polys are model polys, so it changed when you have a weapon drawn out. I.e. holding a tau cannon will give a higher e poly value than if you hold out a crowbar...
Re: "Diner" map
Posted by Edge Damodred on
Mon Sep 1st 2003 at 1:33am
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Occupation: student
Location: I don't even know anymore
I hope this really is just a beta, because it feels like a good start, but very unfinished. Like most have said already, the outside's rather bland and there's numerous questionable texture alignment issues. On the brightside, you did put standard HL textures to good use in the diner, you could go for custom, but what you have right now works. The skybox has definitely gotta be switched out, it really doesn't go well with the map.
Expanding the outside is gonna bring up quite a bit of r_speed issues with stuff around the diner. My suggestion is to sort of tuck the place in some sort of alley setting, give it a good and logical separation from whatever you do to expand the outside, so both areas can coexist without bringing up performance issues. Also for the outside, you may want to look for some custom textures, since it can be tricky to make standard HL textures look urban.
Mind, this is just what I've seen on the screenshots provided by both you and Diablo. I'll dl the map and see what can be done to optimize because you did say the r_speeds are peaking already.