Yes.
Also, you rated yourself informative.
And agree on that other post. You thought you could get away with it, but no. I saw. Sneaky bastard.
I'm on Christmas vacation now. Two weeks of solid mapping I can do. :buddy::h:
I'm going to Florida to chill with the manatees and then I'm going to a 7 day leadership academy/training aboard the USS Makin Island in San Diego with the USNSCC. Then school.
[QUOTE=SweetSwifter;26774176]I'm on Christmas vacation now. Two weeks of solid mapping I can do. :buddy::h:[/QUOTE]
You sad bastard! :sigh: :h:
Who wants progress?
[IMG]http://filesmelt.com/dl/fpmc_underground0000.jpg[/IMG]
[IMG]http://filesmelt.com/dl/fpmc_underground0001.jpg[/IMG]
[IMG]http://filesmelt.com/dl/fpmc_underground0002.jpg[/IMG]
[IMG]http://filesmelt.com/dl/fpmc_underground0003.jpg[/IMG]
I'd suggest different sprite textures, maybe even try aligning the floor tile so the tile squares fit with the pillars. Otherwise, it looks nice.
[QUOTE=Rowtree;26803137]Who wants progress?
[img_thumb]http://filesmelt.com/dl/fpmc_underground0000.jpg[/img_thumb]
[img_thumb]http://filesmelt.com/dl/fpmc_underground0001.jpg[/img_thumb]
[img_thumb]http://filesmelt.com/dl/fpmc_underground0002.jpg[/img_thumb]
[img_thumb]http://filesmelt.com/dl/fpmc_underground0003.jpg[/img_thumb][/QUOTE]
Is this going for a horror theme? If so, it's going good.
Nightmare fuel, Yes?
[Media]http://www.youtube.com/watch?v=_6kOafYbhAs[/media]
It's part of my map, it's going to be great.
[QUOTE=Rowtree;26809318]Nightmare fuel, Yes?
[Media]http://www.youtube.com/watch?v=_6kOafYbhAs[/media]
It's part of my map, it's going to be great.[/QUOTE]
:eek:
[editline]19th December 2010[/editline]
Scary Stuff! :downs:
[QUOTE=Rowtree;26809318]Nightmare fuel, Yes?
[Media]http://www.youtube.com/watch?v=_6kOafYbhAs[/media]
It's part of my map, it's going to be great.[/QUOTE]
Can I suggest fading it to a lower pitch at the end and making it finish on a really long echo. It'll make it sound so much creepier and will suit the whole abandoned underground bunker/complex you have there.
I've been making very slow progress on my map, I won't be able to work in it the most of this week because I'm doing some work so I can buy parts to a better computer.
It's going to be a contruction map in a big underground bunker/cave, so far I've made the contruction area, It's about the same size of gm_construct. I'll also have two cave areas for exploring, I'll put in a few easter eggs because everyone loves easter eggs.
I just need to work on the lighting and crate some nice textures and I'll post some images, but don't expect that for a while.
Would love to see an underground Umbrella Corporation base. Like from the movies.
[QUOTE=MenteR;26538329][img_thumb]http://filesmelt.com/dl/blablabla2.jpg[/img_thumb]
More progress. Less square cars.[/QUOTE]
I Came. I Saw. I Came Again.
[QUOTE=MaddaCheeb;26872198]I Came. I Saw. I Came Again.[/QUOTE]
I came, Seen you say that, Walked back out. :downs:
Because it's xmas, a time of goodwill and peace to all things, Dec 25th comes with a new video from underrun, and more 3kliks bashing in the description.
[media]http://www.youtube.com/watch?v=mMetvFE1hxI[/media]
[QUOTE=Rowtree;26803137]Who wants progress?
[img_thumb]http://filesmelt.com/dl/fpmc_underground0000.jpg[/img_thumb]
[img_thumb]http://filesmelt.com/dl/fpmc_underground0001.jpg[/img_thumb]
[img_thumb]http://filesmelt.com/dl/fpmc_underground0002.jpg[/img_thumb]
[img_thumb]http://filesmelt.com/dl/fpmc_underground0003.jpg[/img_thumb][/QUOTE]
All I see is the same hallway. 4 times...
Just finished the majority of the map, just a few tweaks (and general smashing up of stuff) and it should be sorted.
[QUOTE=IronPhoenix;27023855]Just finished the majority of the map, just a few tweaks (and general smashing up of stuff) and it should be sorted.[/QUOTE]
Not meaning to be a prick or anything, but your submission is kind of....bland.
From what I gather it was supposed to be some sort of underground parking garage, or tunnel.
Personally, if I were to choose an underground theme, something looking as prefabricated and well, uninteresting as a garage wouldn't have been it.
I mean look at the other submissions; a good number of bunkers, yes but there were one or two underground villages with a distinct identity.
The primary reason I call it bland is generally, the lack of any real color, or topography. In the video the player runs almost in a straight line with no variation in space- it was all very linear looking. You had a claxon and some damage, so I would have imagined you could have done a better job creating things like cravasses, cave-ins and the like.
Also, one area you can improve is lighting. Was it practical? yes. Was it interesting? No. Lighting is key, especially in an underground, enclosed environment where all lighting comes from artificial sources, giving you a much greater range of colors to use as opposed to above ground levels.
Another thing that bugged me was the existence of the klaxon itself. It indicates something has gone wrong, a sense of emergency. Yet other than a few sparking consoles and an inexplicably collapsed roof, there was nothing in the way of urgency. Try bringing the space together more- maybe a half crushed, burning car under the door that you have to crouch next to, and generally shrink the space down a bit.
Also, I would completely redo the elevator part. The levers look out of place just sitting there, and the running sound of the elevator doesn't really match up with either the look of the level, or the ending sound.
If they were meant to be some sort of bulk lift, I would make them dominate the room much more. Make them closed in. And if you want to keep the speed of the elevator the same, at least have something happening, like timed env_shakes or small env_explosions. Hell, have graffiti or blood on the walls SOMETHING to give the player to look at.
I guess my main gripe is this: The theme is underground. This entails a certain sense of claustrophobia, a penned-in closeness, a murky sort of atmosphere. No offense, but I didn't get that from your level. Everything seems too open, too clean and preplaced.
I really like the doors opening at the end of the level, and frankly that's how I would have started one with an underground theme.
Sorry if it seems I'm thinking too much into it. Just trying to help.
To be fair, every video i add is usually old by the time anyone sees it. I have just spent the day adding in more collapsed areas, smashing up the lift shaft, adding more supports in the main room, more battle damage in general. The lighting is still being fiddled with...trying to add more of a pulse to it, along with dead areas. The klaxon is there for a bit of difference. There is something haunting about a klaxon wailing when there is no one around.
The structure of the idea was an underground storage area with an auto destruct sequence that didn't go off properly. Thus the decay, the lack of urgency, and the odd bits that indicate something more was/is going on.
A lot can happen with my maps in three days. Well...a lot can happen in the hour after the video :)
[QUOTE=Framperton;27026525]Mass of Text[/QUOTE]
Kudos to you for all the thought you put in, I recommend you heed his advice there Phoenix, he makes sense.
[QUOTE=Deadchicken;27027436]Kudos to you for all the thought you put in, I recommend you heed his advice there Phoenix, he makes sense.[/QUOTE]
I had already heeded it before he typed it. That is how good i am.
Oh, and yes i know it's linear. It's about as linear as most games out on the market. They all have restrictive paths.
[QUOTE=IronPhoenix;27027688]I had already heeded it before he typed it. That is how good i am.
Oh, and yes i know it's linear. It's about as linear as most games out on the market. They all have restrictive paths.[/QUOTE]
Glad you fixed some of the problems you had.
The key to good level design though is making it seem nonlinear through immersion. You don't want the player thinking "Oh, I have to follow this route to get to the next level", you want them to invest themselves in the level enough so that they have their own reasons for moving about the space other than just finishing it.
What I meant my linear was more along those lines. At the time you posted the video, there wasn't enough to distract the viewer from the obvious path they were meant to follow.
Aright , I've basically halted work on what I have so far because I have god knows what to put as the [b] rest of the map [/b]. However, anyone know of a good way to record video?
I've tried source recorder and that was , well... a failed experiment.
Fraps.
Source recorder works fine.
[url]http://www.sourcefortsmod.com/boards/showthread.php?t=6733[/url]
[img]http://2.bp.blogspot.com/_91vFUT1nR9k/SwstG1gx27I/AAAAAAAAAfg/S_xZeuCTZwc/s1600/1684C08B6DE8E3A2B3CFCB141C745.jpg[/img]
If anyone saw the mexican crystal cave documentary. Pretty interesting.
[QUOTE=Mosquito;27051645][img_thumb]http://2.bp.blogspot.com/_91vFUT1nR9k/SwstG1gx27I/AAAAAAAAAfg/S_xZeuCTZwc/s1600/1684C08B6DE8E3A2B3CFCB141C745.jpg[/img_thumb]
If anyone saw the mexican crystal cave documentary. Pretty interesting.[/QUOTE]Do that picture...
[QUOTE=Mosquito;27051645][img_thumb]http://2.bp.blogspot.com/_91vFUT1nR9k/SwstG1gx27I/AAAAAAAAAfg/S_xZeuCTZwc/s1600/1684C08B6DE8E3A2B3CFCB141C745.jpg[/img_thumb]
If anyone saw the mexican crystal cave documentary. Pretty interesting.[/QUOTE]
That's amazing.
The crystal cave looks awesome. I've seen the documentary to.
There is, however, one big issue. The Subsurface-Scattering. The crystal looks beautiful, because it has a type of 'fog; inside it's volume, which makes it white. This also causes an effect, which makes the edges more transparent due to the lesser-depth light travels through, to reach the eyes of the viewer. This is what makes those crystals so awesome. Source, however, can't do this.
I do think you could get close, in some way or another, possible using a model which consists of many crystals, all a bit bigger than the one inside (like those Russian doll-in-doll-in-dolls), which have a transparency so that, when layered over one another, they form a dense material which is fully opaque.
The Z-buffer won't probably like that though, and if you space them out more, you get jagged edges.
I'm putting far too much thought into this.
I actually tried that method to create an "endless fog" effect for my steampunk map... it failed, but it's an interesting method to explore...
and it's nothing to do with the depth of light... (which I had trouble understanding there) its the speed and angles at which the light travels while passing through the crystals, all the refraction causes the light to bend and such...
it would be very cool to try out something like that, I don't remember if I took screenshots of my experiment in action... I'll have a look.
[editline]29th December 2010[/editline]
Awwh, damn, I think I disposed of them, for... obvious reasons.
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