Re: dm_amadi_a1
Posted by Myrk- on
Tue Mar 1st 2005 at 9:40pm
Myrk-
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Actually the orange helps to get the form of your building sorted before you texture it, but tbh with the poor texture set in HL2, I find you have to build for the textures, not the other way round.
Re: dm_amadi_a1
Posted by Varsity on
Wed Mar 2nd 2005 at 8:30am
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Like Myrk says the texture set isn't really appropriate to my style.
I'm going to import materials from other sources, but that's in the
future.
One things for sure though: I won't bother doing it this way again. I
didn't expect much of a response but there hasn't been any at all on
how the map plays - not that your comments aren't appreciated. :smile: I
guess you need it to look striking before people are interested...
Re: dm_amadi_a1
Posted by Leperous on
Wed Mar 2nd 2005 at 10:10am
Posted
2005-03-02 10:10am
Leperous
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One secret to getting people to download and try out your map is to help them with theirs in return! It's not all about screenshots, but your reputation as well... My advice would be to throw a bunch of comments at other people's maps here, and try again when you have a few more textures in there :smile:
Re: dm_amadi_a1
Posted by DrGlass on
Wed Mar 2nd 2005 at 5:38pm
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I like where you are going with this! The shape is very nice, but
if this is going to be a mud building type of place you'r gonna want to
make it less blocky. Really use some displacment maps for some of
the structures. Also try to escape from the dry, hard, repeating
patters (like the stairs). Work on more natural look.
Re: dm_amadi_a1
Posted by Varsity on
Thu Mar 3rd 2005 at 8:32am
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I've thought of displacements on all the buildings, but that would kill
performance. It's much better IMO to have well-textured (perhaps even
bump mapped, but that comes at a cost too) flat brushes.
You are right about the stairs though. I just can't (other than
ladders) think of any other sensible way to get players up that would
keep the map's theme. :/
Re: dm_amadi_a1
Posted by DrGlass on
Thu Mar 3rd 2005 at 9:15am
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make some of the stairs broken, and add a displacment under it so it looks like they are laying in some dirt.
I'm not 100% sure but I think that displacment uses less resources than
brush work. At the very least you can clip off a 45 degree angle
on some corners and round them a bit.
Re: dm_amadi_a1
Posted by Varsity on
Thu Mar 3rd 2005 at 9:52am
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Nice ideas, I'll clip the corners now.
Re: dm_amadi_a1
Posted by ReNo on
Thu Mar 3rd 2005 at 12:03pm
Posted
2005-03-03 12:03pm
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DrGlass, I doubt that displacements use LESS resources than standard
brushes. Valve say that displacement surfaces are cheap to render, but
I think they meant cheaper than the equivelant terrain would be if
built out of brushes rather than just a flat brush.
Re: dm_amadi_a1
Posted by Captain P on
Thu Mar 3rd 2005 at 12:20pm
Posted
2005-03-03 12:20pm
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Dismaps take a lot more filespace, that's for sure. The cheapness comes at a prize... :wink:
EDIT: Actually, perhaps not more filespace than the brush-based equivalent, but with dismaps it's far easier to get a lot of polygons than with brushes.
I'll have a go at this map this afternoon or evening. The concept sounds nice.
As for ladders and stairs, some sort of jungle netting could do it too. Or ropes. Tree-trunks... just as long as it looks climbable and you're consistent with such objects it's fine.
Re: dm_amadi_a1
Posted by Varsity on
Thu Mar 3rd 2005 at 4:05pm
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I've spent a happy afternoon making textures and applying them. Sure, it looks like crap, but at least I can do it! :smile: Cheers Captain.
Re: dm_amadi_a1
Posted by Captain P on
Thu Mar 3rd 2005 at 8:22pm
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I think it has a fair lay-out so far. Not a very large level, but you
make nice use of the z-axis. The left part, as seen from the open,
looks best. It's more open and feels more free than the right part,
wich takes place mainly inside. Some testing lights there would've
helped... :wink:
EDIT: Some additional routes could be a good idea, as I think there
will be too few to allow a good flow. Basically there are only two
routes between the left and right part. Perhaps a plateau on the
outside of the round tower? Or a path on high above the rocks?
I do think some wooden constructions like an extended guard-tower or
such that stick out further from the cliff could be a nice addition.
Right now the cliff-side is a safe place, where you won't expect combat
from. It might make the map feel somewhat limited. I don't know, just a
thought.
Weapon placement looks ok, though I overlooked the rpg at first. Nicely placed in the open...
It'd be interesting to see some trees and bushes stick out from the
cliff. Perhaps some desert trees in the 3D skybox and such... that
savannah feeling could do well. Good luck with it!
Re: dm_amadi_a1
Posted by Captain P on
Sat Mar 5th 2005 at 10:07pm
Posted
2005-03-05 10:07pm
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Mhh... perhaps spicing it up with a 'secret' cave to add a third area.
Right now your map is still quite small. Such a cave could help making
the routes from the cliff area's more interesting. Just an idea.
Textures... I've never been good at finding the ones that fitted my
themes, so I learned how to make my own. Costs a lot of time, but in
the end it's worth it. If you have the time, that is. Currently I don't
know of an African theme. TFC textures seem most close, but these are
lower resolution. Perhaps some CSS dust textures mixed with custom ones?