Re: DM_Convulsion
Posted by Victor-933 on
Tue Jun 12th 2007 at 10:38pm
Posted
2007-06-12 10:38pm
128 posts
473 snarkmarks
Registered:
Feb 19th 2006
Occupation: Space Trucker
Location: Space Dallas
Seriously though, I need some critique on this map. I know, I know, HL1 maps don't belong in HL2DM, but hell I'm tired of all the combine bases and all that. This game needs a basic arena, with no real theme, just for fragging fun. I could've ported Antareus Core, but most of the entities would be invalid and I'd have to redo all the timing and such, and it'd just be a pain in the ass. I already tried it with HLDM:S. So, I'm puking Idunno (Now DM_Convulsion) into the Source engine. I resized and sharpened the textures to make them look better, and I'm going to add bump mapping as soon as I can get off my ass, download the Photoshop trial, and run the textures through.
Don't complain about the lack of physics objects, there's a few barrels and some crates, it's supposed to be a classic-style arena, not an abandoned Combine base in the middle of a destroyed mining town.
I chose the name Convulsion, because it reflects how this map is more of a Quake-ish arena than a Half-Life level
----EDIT----
Was going to post a beta because the screenshot doesn't do it justice, but Filexoom is acting up and I absolutely refuse to use Rapidshare
I'm allergic to tequila, it makes me break out in felonies.
Re: DM_Convulsion
Posted by Beetle on
Fri Jun 15th 2007 at 3:54pm
54 posts
15 snarkmarks
Registered:
Dec 8th 2006
I don't know whether you ported the textures along with it or if you just stretched them, but in both cases that's bad. I'll just assume they are stretched and say you shouldn't stretch em like that. Most of the textures appear out of focus and grainy/pixel-ly. But that being said, everyone has to start somewhere, and I've seen much worse. Oh, and I think you should be able to jump on the generator things. :razz:
Re: DM_Convulsion
Posted by mazemaster on
Fri Jun 15th 2007 at 4:35pm
890 posts
438 snarkmarks
Registered:
Feb 12th 2002
So, wayy back when I started mapping for HL1, a wise mapper gave me some great advice, so I will pass it on here.
First, the lighting for your map should be overwhelmingly white, with subtle color effects to add feel. If you look at the top-notch maps with colored lighting, it may seem like they have a lot of colors, but if you really look closely and think about it, their lighting is mostly white.
Second, on the topic of darkness and shadows - even if you are going for a "dark" map, the map should be pretty bright. Again, if you look at great "dark" maps on the Quake/HL engine, (pretty much the whole of Quake 1 for example), they are actually fairly bright, but just feel dark through the texturing and mood.
Of course, there are no hard and fast rules here, so use your judgment.
Re: DM_Convulsion
Posted by mazemaster on
Fri Jun 15th 2007 at 6:26pm
890 posts
438 snarkmarks
Registered:
Feb 12th 2002
Look carefully at those "industrial" maps and you will probably see that the lighting is actually mostly white, and the "orange" you remember is just from a few smaller light sources.
[Edit] Here are some examples to check out:
Industrial sections of HL2 (eg: the levels where you are driving the boat)
Industrial sections of HL1 (eg: residue processing, blast pit, etc)
Pretty much every level in Quake 1
cs_industrywest
dm_swamplight
gasworks