de_area65

de_area65

Re: de_area65 Posted by supacomix.njb on Sun Nov 12th 2006 at 6:05pm
supacomix.njb
33 posts
Posted 2006-11-12 6:05pm
33 posts 133 snarkmarks Registered: Sep 16th 2006 Occupation: Student Location: England
Well i have almost finished the map, there is still some work to do on it but it has been greatly improved since last week. All that i need to do know is to finish some bugs within the map, and add some final decorations. I have added some explosion effects to the map when the bomb goes off which look pretty cool, i also have realistic computers on there which blow up when you shoot them. I am in the process of making the monitors remain on the top of the table when the map begins becuase they have a habit of tiping off the table. Still it should be done soon.
Re: de_area65 Posted by Stadric on Mon Nov 13th 2006 at 12:55am
Stadric
848 posts
Posted 2006-11-13 12:55am
Stadric
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848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
Pics?
User posted image
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: de_area65 Posted by reaper47 on Mon Nov 13th 2006 at 3:16pm
reaper47
2827 posts
Posted 2006-11-13 3:16pm
reaper47
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2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
I only believe what I see with my own eyes! :biggrin:
Why snark works.
Re: de_area65 Posted by Elon Yariv on Mon Nov 13th 2006 at 8:52pm
Elon Yariv
130 posts
Posted 2006-11-13 8:52pm
130 posts 63 snarkmarks Registered: Mar 4th 2006
I don't understand how you suppose we should give feedback on your maps and help you to improve it if we don't even know what it looks like? :confused:
Elon Yariv
Re: de_area65 Posted by $loth on Mon Nov 13th 2006 at 9:12pm
$loth
2256 posts
Posted 2006-11-13 9:12pm
$loth
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2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
Re: de_area65 Posted by Stadric on Tue Nov 14th 2006 at 6:43am
Stadric
848 posts
Posted 2006-11-14 6:43am
Stadric
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848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
-Needs more displacements on the ground, including displacements with alpha blending.
-Texture scheme needs work, more coherent textures (more walls and floors than roofs and ceilings).
-3D surrounding displacements need to be smoothed and expanded.

Just a few things...
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: de_area65 Posted by reaper47 on Tue Nov 14th 2006 at 8:19pm
reaper47
2827 posts
Posted 2006-11-14 8:19pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Could need more attention of detail for the final release.

this pic (btw why don't you make them JPGs instead of GIFs?) looks like the floor has bad cubemaps or something gone haevily wrong. Sorry if this is known, I only had a quick look at the screens so far.

What irritates me the most is how the textures are never aligned to the architecture. I see huge, way too big doors cutting into walls without any trim, splitting the texture at places where it looks just odd. If you have a tile-shaped texture it should be cut cleanly with the edge of the brush. If you have clear, horontal structures on the texture the architecture should some how be built to fit the horizontal pattern ect.

The mountains in the background should be made of displacements. Brushes look to edgy for a Source engine map!

More details, please! :smile:
Why snark works.
Re: de_area65 Posted by G.Ballblue on Wed Nov 15th 2006 at 4:17pm
G.Ballblue
1511 posts
Posted 2006-11-15 4:17pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
I'd say that the outside floor seriously needs a facelift. You'd get away with that in HL1, but a ground that flat won't make in HL2 :razz:

Also, for a source map, it looked quite empty -- particularly the outdoor area. Any garbage? Cans? prop_physics? cars? Apcs? The list goes on. Your map doesn't nessasarily need to look like a litter can, but even the cleanest places on planet Earth have some junk lying around.
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: de_area65 Posted by $loth on Thu Nov 16th 2006 at 3:31pm
$loth
2256 posts
Posted 2006-11-16 3:31pm
$loth
member
2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
I'm liking the layout and the concept, but to be more critical things like the windows and door's aren't real. For example here:
User posted image
The door has no door, the walls look thin and the window has no frame, the point i'm making is that you should look at real life examples and put that into your idea (or if you want just make them straight into hammer).