My first hammer map. Based around gcombat! Pre-release pics and info.
325 replies, posted
Shows great promise.
Work on texturing and try to have fewer wide open spaces in your structures, other than that it looks good.
You might also find it easier to do displacements if you untick 'spatial' and then use the 1 to 5 brush sizes which appear in the box in the middle, depending on the scale you're working on you'll want to use a distance somewhere between ten and one, it's how I do my displacements and they tend to come out much smoother than when you use spatial.
Wow, I was expecting it to like any other first map, but you surpirsed me.
Good job, all you need to do is make the textures more diverse, and change the grass in the base to sand or something that suits the environment.
[QUOTE=GiGaBiTe]Godlike first maps are extremely rare. What makes them more rare is the fact that they're probably stolen.
The support brushes under the bridge look like they're intersecting each other which isn't really a good thing. Use the arch tool to make a proper arch that doesn't have intersecting brushes.
Also work on diversifying your textures to make the map not look repetitive.[/QUOTE]
The supports are not intersecting, They are clipped so it's like a normal wall brush resting on top the other. And for the texture part, I'm still working on it. I am just making the terrain and just using the same textures until I'm done, then I'll start changing them to look better.
[b]Edit:[/b]
AND to anyone else who does NOT believe it's a first map. Let me first tell you, all of this was created from scratch BY ME, it's the first map I've ever opened in hammer. I can care less if you think different. I just took the time to learn hammer and be creative, that's fine if you have a longer learning curve.
[b]Edit:[/b]
[QUOTE=chris0132]Shows great promise.
Work on texturing and try to have fewer wide open spaces in your structures, other than that it looks good.
You might also find it easier to do displacements if you untick 'spatial' and then use the 1 to 5 brush sizes which appear in the box in the middle, depending on the scale you're working on you'll want to use a distance somewhere between ten and one, it's how I do my displacements and they tend to come out much smoother than when you use spatial.[/QUOTE]
I do, I only made that canyon yesterday morning so there is more to be done. Thank for the tips :P
[b]Edit:[/b]
AND just for the hell of it, this is what it used to look like.
[IMG]http://i56.photobucket.com/albums/g163/agonyskater311/rewr.jpg[/IMG]
My most recent work as of Aug 27th. I have more to do such as better shadows over terrain, texturing, more terrain work, and "A Lot" of optimizing. Anyway enjoy.
[IMG]http://i56.photobucket.com/albums/g163/agonyskater311/ubasev4_80012.jpg[/IMG]
[IMG]http://i56.photobucket.com/albums/g163/agonyskater311/ubasev4_80004.jpg[/IMG]
[IMG]http://i56.photobucket.com/albums/g163/agonyskater311/ubasev4_80000.jpg[/IMG]
[IMG]http://i56.photobucket.com/albums/g163/agonyskater311/ubasev4_80005.jpg[/IMG]
Nice. when using lighting for lights, use both light_spot and light.(If you like maybe a env_sprite) If your just lighting a big area only use light.
Your displacements are epicly god-like. Keep up the bloody good work!
[QUOTE=zackiller25]Nice. when using lighting for lights, use both light_spot and light.(If you like maybe a env_sprite) If your just lighting a big area only use light.[/QUOTE]
There are several area's with that put into use. just not posted yet :P
For example:
[IMG]http://i56.photobucket.com/albums/g163/agonyskater311/ubasev4_80020.jpg[/IMG]
[QUOTE=Dicko]Your displacements are epicly god-like. Keep up the bloody good work![/QUOTE]
Personally I think they look "ok" but not great. And Thank you :)
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[QUOTE=zackiller25]Nice. when using lighting for lights, use both light_spot and light.(If you like maybe a env_sprite) If your just lighting a big area only use light.[/QUOTE]
Wait, Do you mean a spot and a regular light for the same light?
Yes, it's very useful when trying to make looks good, with no lag.
[QUOTE=zackiller25]Yes, it's very useful when trying to make looks good, with no lag.[/QUOTE]
O.o If it doesn't Lag then I'll have some work to do. Thanks!
I still need to do area portals for the underground base.
[QUOTE=30-aught-six]O.o If it doesn't Lag then I'll have some work to do. Thanks![/QUOTE]
Wait, what are you using for your lighting now? (When I say lag, I mean big Dynamic lights effect using loads of sprites.) (Might to be posted 30 minutes ago.... Didn't press the button right lol)
[QUOTE=zackiller25]Wait, what are you using for your lighting now? (What I say lag, I mean big Dynamic lights effect using loads of sprites.)[/QUOTE]
All of the Ceiling Lights besides a few are just lights. The others are spots. I'm not using any dynamic lights at the moment.
please upload as soon as possible!
is that [U]REALLY[/U] your first map
[QUOTE=timstro59]please upload as soon as possible!
is that [U]REALLY[/U] your first map[/QUOTE]
It really is my first map. Anyway I've been working on it and then came around to the visleaf part of optimizing it. One problem, I can't figure out where in the hell to put the Hints. It's really annoying me. All of done so far is area portal the undergound base so it's not rendered when up top. I'll post some pics and maybe someone can repost the pics with some ms paint drawings to give me at least some idea of where to put them. I would be very thankful :) Note: Some pics are WIP and have parts that are half built. For the hints, I just don't know if, lets say I make one across the top of the base, will it cut visibility in certain areas if not done right?
[IMG]http://i56.photobucket.com/albums/g163/agonyskater311/ubasev5_4550001.jpg[/IMG]
[IMG]http://i56.photobucket.com/albums/g163/agonyskater311/ubasev5_4550002.jpg[/IMG]
[IMG]http://i56.photobucket.com/albums/g163/agonyskater311/ubasev5_30005.jpg[/IMG]
[IMG]http://i56.photobucket.com/albums/g163/agonyskater311/ubasev5_4550004.jpg[/IMG]
That bridge had me sold. Good map especially for a first one, and you fixed the topside lighting so it's all good.
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Reminds me of one of the original Perfect Dark levels.
[QUOTE=30-aught-six]
[IMG]http://i56.photobucket.com/albums/g163/agonyskater311/ubasev5_4550004.jpg[/IMG][/QUOTE]
Try out different road textures for the bridge. Since it is leading from sand to sand, the highway road doesn't look quite right. A paved road could do the trick if it is available in hammer. Well anyways the map looks great. You did a fantastic job for your first.
Thank you. Also roads will be made in time, but if anyone can help me with the hints placement, I would be very greatful.
[b]Edit:[/b]
Also I find it funny that you like the bridge. It was made in 15 mins :D
[QUOTE=Terrenteller][url=http://www.student.ru.nl/rvanhoorn/optimization.php?chapter=hints]Optimization Guide: Hints[/url][/QUOTE]
Read it, but do I just add hints to a doorway? What about terrain?
Edit: Oh wow never mind, this one has pics and better examples. Thank you!
Very nice map.
Keep up the good work.
I look forward to the release of it. :)
[QUOTE=Silencer59]Very nice map.
Keep up the good work.
I look forward to the release of it. :)[/QUOTE]
:) Thank you. I can release a Beta in about a week or so. BUT it will have really crappy optimization so you'll need a good computer to play it. VVIS is taking a LONG time at the moment, so I'm running it on fast. Takes VVIS 5 hours to go from 1..2. to 1..2..3..
Also found out that hints don't work with displacements. Well to me it doesn't seem to seal them.
If it's any useful explanation: VVIS ignores displacements. Func_viscluster might help when dealing with large, open areas.
[QUOTE=Terrenteller]If it's any useful explanation: VVIS ignores displacements. Func_viscluster might help when dealing with large, open areas.[/QUOTE]
What does it do exactly?
[QUOTE=Terrenteller][url=http://developer.valvesoftware.com/wiki/Func_viscluster]Func_viscluster[/url][/QUOTE]
Thank you :P
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:( I'm using the HL2 ep 1 engine
[b] Edit: [/b] Never mind its there. <snip> I have no idea how to use it, does anyone have pics or examples?
Even though it was added to the old engine .fgds (for whatever reason), I don't believe it works with the old engine VVIS.
[QUOTE=Terrenteller]Even though it was added to the old engine .fgds (for whatever reason), I don't believe it works with the old engine VVIS.[/QUOTE]
Well that sucks. Anyway If I run vvis on full after waiting a few days for it to compile, it should run pretty fast, correct? It should at least be faster then vvis on fast?
Full VVIS calculates what leafs can see each other. If you can see most of the map from anywhere else on the map, this is borderline unnecessary.
Might use a hacked VBSP or run VVIS on fast.
[QUOTE=Terrenteller]Full VVIS calculates what leafs can see each other. If you can see most of the map from anywhere else on the map, this is borderline unnecessary.
Might use a hacked VBSP or run VVIS on fast.[/QUOTE]
Might use a hacked VBSP or run VVIS on fast?
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The only part so far that doesn't show is the underground base since I set up area portals for that. Other then that I have no other optimization up besides failed hints.
Whatever you find best takes care of the problem.
[url=http://deathbynukes.us.to/releases/]Hacked VBSP[/url]
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