Baal-Peor's Concave Monastary

Baal-Peor's Concave Monastary

Re: Baal-Peor's Concave Monastary Posted by baalpeor on Sun Dec 7th 2003 at 12:02am
baalpeor
34 posts
Posted 2003-12-07 12:02am
baalpeor
member
34 posts 43 snarkmarks Registered: Dec 6th 2003 Occupation: Deeze Location: Atlanta, GA
Based on an idea from 1995. Baal-Peor's Concave Monastary is a work-in-progress with no Half-Life textures. A very small section that's playable both SP & DM, all comments and advice are welcome!

Click my name to download.

Thanx in advance!
Re: Baal-Peor's Concave Monastary Posted by mazemaster on Sun Dec 7th 2003 at 1:36am
mazemaster
890 posts
Posted 2003-12-07 1:36am
890 posts 438 snarkmarks Registered: Feb 12th 2002
So, first the map is really really small. But you knew that. Also, grunts can only shoot you if you are under 500 units away from them, and so if you back up a little they just stand there doing nothing.

So far the architecture is pretty good, I like the arches and whatnot, but the lighting is quite dark and monochromatic and there isnt the sence that the light is actually coming from the ...lights. I would turn down the number of bounces a bit since it looks like its at about 5.

The textures are not bad, but the all look basically the same. Thats cool if thats the look you are going for, but a little contrast might make it look better.

Finally, the idea of a small sniper/shotgun arena is a good idea, but you might want to add more cover to the map to duck behind to avoid getting sniped, or to run around with your shotgun out.
Re: Baal-Peor's Concave Monastary Posted by R@lph VViggum on Sun Dec 7th 2003 at 1:56am
R@lph VViggum
156 posts
Posted 2003-12-07 1:56am
156 posts 211 snarkmarks Registered: Jun 11th 2003 Occupation: Level Designer Location: Illinois
I played this for all of 30 seconds. It's very small, but not small in detail. I like this, it's dark and gives a doom type of atmosphere. I'd add more cover and make it bigger.
Re: Baal-Peor's Concave Monastary Posted by baalpeor on Sun Dec 7th 2003 at 9:09pm
baalpeor
34 posts
Posted 2003-12-07 9:09pm
baalpeor
member
34 posts 43 snarkmarks Registered: Dec 6th 2003 Occupation: Deeze Location: Atlanta, GA
Very good advice from both you guys. I've been working a bit on tweaking the arena. I basically wanted to see if it was worth doing. I will enlarge and brighten the map and have an update this week.

BTW my bounces were actually set @ 1. I think if problem might be light choices, will fix.

Snark Points for you both.
Re: Baal-Peor's Concave Monastary Posted by Gorbachev on Mon Dec 8th 2003 at 3:20am
Gorbachev
1569 posts
Posted 2003-12-08 3:20am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
More bounces soften the shadow... I personally use 5, it gives a good soft shadow, try out a few different settings and pick one you like.
Re: Baal-Peor's Concave Monastary Posted by scary_jeff on Mon Dec 8th 2003 at 10:32am
scary_jeff
1614 posts
Posted 2003-12-08 10:32am
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
Have you put info_nodes around for the grunts to use? Perhaps then they would run towards you if you are more than 500 units away... http://collective.valve-erc.com/index.php?ent=info_node
Re: Baal-Peor's Concave Monastary Posted by baalpeor on Wed Dec 10th 2003 at 3:41am
baalpeor
34 posts
Posted 2003-12-10 3:41am
baalpeor
member
34 posts 43 snarkmarks Registered: Dec 6th 2003 Occupation: Deeze Location: Atlanta, GA
Thank you all for the advice. I have an updated beta uploaded with almost all those tips. Please re-download and post new comments (if you will). I have also uploaded new screenshots for this map.

Click on my profile to download...