Re: DM_Coast
Posted by Nickelplate on
Wed Dec 15th 2004 at 6:05am
2770 posts
346 snarkmarks
Registered:
Nov 23rd 2004
Occupation: Prince of Pleasure
Location: US
This is my COAST map for the VALVe Mapping Contest. IT features some kickss stuff like a landbridge, those neat swaying powerlines and a few other tricks that will remain a secret until It's released. I would appreciate your input on this map and any constructive criticism.
207 posts
603 snarkmarks
Registered:
Jul 9th 2004
Location: Denver, Colorado, USA
Your little leaf decals look weird on the last pic, and it's bright. Otherwise, looks fairly nice.
Re: DM_Coast
Posted by Gorbachev on
Wed Dec 15th 2004 at 6:23am
1569 posts
264 snarkmarks
Registered:
Dec 1st 2002
Location: Vancouver, BC, Canada
I like lighting, especially in maps.
Re: DM_Coast
Posted by Adam Hawkins on
Wed Dec 15th 2004 at 5:12pm
858 posts
333 snarkmarks
Registered:
Aug 25th 2002
Occupation: Specialty Systems Manager
Location: Chesterfield, UK
Go easy on the smooth tool as that rock archway looks extremely artificial. If it is natural then God was having one hell of an inspired day! :wink:
Re: DM_Coast
Posted by IrishGuinea on
Wed Dec 15th 2004 at 5:16pm
51 posts
5 snarkmarks
Registered:
Nov 14th 2004
Occupation: Production Manager
Location: USA
like the terrain work, looks good. The roof on the house looks to small, need more height to it. Like a cape cod style or somethin. Also dont know if brick stairs fit the theme of a house on top of a rock cropping, maybe rickety old wood stairs or stone like the house foundation.
Re: DM_Coast
Posted by ReNo on
Wed Dec 15th 2004 at 5:25pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
I'm pretty sure thats just a straight subdivide without and geometry
painting work done on it Adam, but I agree it does look extremely
unlikely. You might even just try adding noise to the faces, to add
even a subtle hint of variety to the rocks.
Lighting is a must, I don't really like commenting without it as it can
change even something that looks awful and primitive in fullbright into
something quite nice looking.
Re: DM_Coast
Posted by Gorbachev on
Wed Dec 15th 2004 at 8:19pm
1569 posts
264 snarkmarks
Registered:
Dec 1st 2002
Location: Vancouver, BC, Canada
I guess you didn't catch the subtle message of my post.
Re: DM_Coast
Posted by Night-Wolf on
Wed Dec 15th 2004 at 8:23pm
100 posts
20 snarkmarks
Registered:
Nov 23rd 2004
youll need to run VIS and RAD to get alpa painting to show.
Re: DM_Coast
Posted by BlisTer on
Wed Dec 15th 2004 at 8:52pm
BlisTer
member
801 posts
1304 snarkmarks
Registered:
Jun 10th 2004
Location: Belgium
the texture of the stairs dont fit in with the rest.
did you have a deadline or something why u had to post the map as soon a possible, and you couldnt wait 2 hours for the lighting to compile ? as i think it will make everything look better
Re: DM_Coast
Posted by Gorbachev on
Wed Dec 15th 2004 at 11:53pm
Posted
2004-12-15 11:53pm
1569 posts
264 snarkmarks
Registered:
Dec 1st 2002
Location: Vancouver, BC, Canada
I don't see how lighting would take that long to compile, the longest
I've had so far was 2 minutes on a map that was about 200,000 feet?
Re: DM_Coast
Posted by Ferret on
Thu Dec 16th 2004 at 12:04am
Posted
2004-12-16 12:04am
Ferret
member
427 posts
478 snarkmarks
Registered:
Jan 28th 2002
Occupation: Student
dm_fairytale took well over 15 hours on an AMD64 FX53 with 2 gigs of ram. I think you can wait an hour.
Re: DM_Coast
Posted by Tracer Bullet on
Thu Dec 16th 2004 at 12:33am
Posted
2004-12-16 12:33am
2271 posts
445 snarkmarks
Registered:
May 22nd 2003
Occupation: Graduate Student (Ph.D)
Location: Seattle WA, USA
Umm. Yeah. Lighting and a bit more detail on the house. This looks very promising.
Re: DM_Coast
Posted by Atrocity on
Thu Dec 16th 2004 at 5:07am
221 posts
152 snarkmarks
Registered:
Sep 1st 2003
Occupation: Level Designer/Student
Location: Toronto Ohio
looks damn good but do you think the rock arch too smooth?
Re: DM_Coast
Posted by Yak_Fighter on
Thu Dec 16th 2004 at 5:41am
1832 posts
742 snarkmarks
Registered:
Dec 30th 2001
Occupation: College Student/Slacker
Location: Indianapolis, IN
Tracer, displacements are so quick and easy and look nice to boot. I made a displacement ramp that serves as rubble and a stairway that took about 30 minutes and works without errors or snags and didn't require me to constantly reselect little triangles. It didn't even require testing beyond the first time.
As for this map, that oval in the cliff has got to go. The tutorial on displacement caves on this site is really stupid and makes crappy looking tunnels, so don't follow it. If you didn't, well just FYI don't use it later on.
Re: DM_Coast
Posted by Tracer Bullet on
Thu Dec 16th 2004 at 7:27am
2271 posts
445 snarkmarks
Registered:
May 22nd 2003
Occupation: Graduate Student (Ph.D)
Location: Seattle WA, USA
Wow. curse lack of free time for mapping
And I was sooo proud of my triangle manipulating skills for HL1. Good terrain used to be one of the hardest things in the book!
Re: DM_Coast
Posted by Cassius on
Thu Dec 16th 2004 at 7:41am
Cassius
member
1989 posts
238 snarkmarks
Registered:
Aug 24th 2001
Should I ever map for the engine, I won't be using the displacement tool, just like I didn't use triangles in HL1. Real men use complex brushes.
Re: DM_Coast
Posted by Arzie on
Thu Dec 16th 2004 at 3:08pm
Arzie
member
20 posts
282 snarkmarks
Registered:
Nov 14th 2004
Occupation: -
Location: -Finland
The rocks are too round, maybe a little noise and some geometrical editing would make it look a bit more realistic.
I was making a coast map myself, not near finished tho. I was about to name it as dm_coast. Seems i need to change the name :wink:
Re: DM_Coast
Posted by Cassius on
Fri Dec 17th 2004 at 3:33am
Cassius
member
1989 posts
238 snarkmarks
Registered:
Aug 24th 2001
It occurs to me that the compile might be taking so long because the rocks appear to have roughly one hundred thousand billion triangles per square inch. What value did you select when you created the displacements?
Re: DM_Coast
Posted by Gorbachev on
Fri Dec 17th 2004 at 3:50am
1569 posts
264 snarkmarks
Registered:
Dec 1st 2002
Location: Vancouver, BC, Canada
I get really really quick compile times for Source engine games,
something must really be awry here unless your standard HL maps took
days to compile or you're doing other stuff while it's trying to
compile.
Re: DM_Coast
Posted by ReNo on
Fri Dec 17th 2004 at 3:55am
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
Likewise Gorb. I've seen a load of people on various forums having
their maps take hours upon hours to compile, but I've yet to see any of
my source maps take over a couple of minutes. I haven't done anything
particularly open, so I guess it could just be that, but my guess is
that people aren't making effective use of func_detail brushes or are
using low lightmap values for unsuitable surfaces.
Re: DM_Coast
Posted by Cassius on
Fri Dec 17th 2004 at 7:52pm
Cassius
member
1989 posts
238 snarkmarks
Registered:
Aug 24th 2001
Turn them all to 1 and see if it goes any faster.
Re: DM_Coast
Posted by habboi on
Fri Dec 31st 2004 at 4:11pm
habboi
The Spammer of Snarkpit
member
782 posts
178 snarkmarks
Registered:
Dec 11th 2004
Location: United Kingdom
I followed that tut and it went well it looks good so ssshhhh yak and i didnt bind them all together i am smart enough to know that and now i can edit them seprately :razz:
Re: DM_Coast
Posted by Myrk- on
Fri Dec 31st 2004 at 4:27pm
Myrk-
member
2299 posts
604 snarkmarks
Registered:
Feb 12th 2002
Occupation: CAD & Graphics Technician
Location: Plymouth, UK
I find my Myrk- map takes about 20 minutes, mainly on vis, but thats probably because my walls are all displacements and I've just boxed in the level for now. When I do all the outside I'll make sure it's all niceley skyboxed in properly.