• DOG_Obstacles (WIP)
    45 replies, posted
Something I've been working on this summer in my spare time for Half Life 2: Episode 2. This is my first map, so don't bitch about it. [media]http://www.youtube.com/watch?v=-gD5xtlxewI[/media] In glorious 1080p. I'll regularly post updates of how it's going. Feel free to criticize and give me ideas for stuff.
The lighting looks like you have a leak in the map, or you compiled with fast.
[QUOTE=Firegod522;30682689]The lighting looks like you have a leak in the map, or you compiled with fast.[/QUOTE] No leaks. Or else the water would be transparent, and I checked before I uploaded it. Everything was compiled on normal.
It was pretty good for your first map. You got some decent gameplay going on there.
-snip-
[QUOTE=Dogchow33;30682713]No leaks. Or else the water would be transparent, and I checked before I uploaded it. Everything was compiled on normal.[/QUOTE] Water is not always transparent when you have a leak.
just a small thing, the combine shouldent be that deep in water
[QUOTE=Drumdevil;30691864]Water is not always transparent when you have a leak.[/QUOTE] Compile log. [img]http://i952.photobucket.com/albums/ae10/dogchow33/aa.png[/img] I still need to add those func_dustclouds. New screenshot of an area I've been doing. Questions, Comments, Criticisms? Does the green lighting fit for a radioactive area?
The wall textures appear to be repeating. Maybe add some models or decals to cover some of it up. I'm surprised this is only your first map. It looks really nice.
[QUOTE=simzboy;30693423]The wall textures appear to be repeating. Maybe add some models or decals to cover some of it up. I'm surprised this is only your first map. It looks really nice.[/QUOTE] Thanks, any ideas on what to add? Does the green lighting fit for a radioactive scene?
Its way to green in my opinion. Maybe you could experiment a bit with dull colors like gray/old and dirty concrete and warning signs/paint markings (decals, overlays) on the walls.
And add more pipes, vents, electrical boxes, and maybe some more cables going across the room.
[QUOTE=Dogchow33;30693292]Compile log. [img]http://i952.photobucket.com/albums/ae10/dogchow33/aa.png[/img] I still need to add those func_dustclouds. New screenshot of an area I've been doing. Questions, Comments, Criticisms? Does the green lighting fit for a radioactive area?[/QUOTE] Radiation doesn't glow green like that in real life (if anything it should be blue). So bear that in mind if you want to make it realistic and not cartoon-like. See: [url]http://depletedcranium.com/why-does-radioactive-stuff-glow-green-or-why-do-people-think-it-does/[/url]
Did you use carve?
[QUOTE=Drumdevil;30691864]Water is not always transparent when you have a leak.[/QUOTE] Yeah, water is always transparent if you got a leak. I have never heard of or seen a leaked map with visible water. Feel free to prove me wrong.
[QUOTE=Firegod522;30682689]The lighting looks like you have a leak in the map, or you compiled with fast.[/QUOTE] Named lights or lights with styles always have ass lightmaps. You can see the spotlights later in the map look fine, while the ones at the start that flicker look like crap.
[QUOTE=Dogchow33;30693292] [img]http://i952.photobucket.com/albums/ae10/dogchow33/aa.png[/img] [/QUOTE] The water/sludge has an obvious tile (its clearly repeating), raise the texture scale up until it's not so obvious and don't raise it too far or it will stretch and look like shit
[QUOTE=bohb;30697731]Named lights or lights with styles always have ass lightmaps. You can see the spotlights later in the map look fine, while the ones at the start that flicker look like crap.[/QUOTE] Named and unnamed lights look the same when turned on. If you however have many different named lights near each other it may cause problems, maybe like this.
[QUOTE=radu_iceman;30696500]Did you use carve?[/QUOTE] No, I used a bunch of hollowed out cylinders.
[QUOTE=Dogchow33;30700312]No, I used a bunch of hollowed out cylinders.[/QUOTE] Hollow is carve.
Then in that case, yes.
Don't do that, you'll have problems aligning them to the rest of geometry. I already see some problems on the huge cylinder, near the entrance. You should try re-making that by hand (use the vertex manipulation tool). Also, I did a quick sketch for you on how you could improve the detail and lighting. [img]http://filesmelt.com/dl/concept4.png[/img]
Hello, folks, look at my map, now back to me. Where are you? Your in a cave. Suddenly egg shaped stones block your path of return. What’s in your hand, a gun. Shoot the combines that approach through the (way too) high water in a eastern European city. Look again, you are in a mineshaft. Anything is possible when your make maps that doesn't make sense. I’m in a radioactive tower. Just kidding, but what i mean to say is that you should try to think of how realistic your map design is. Try to plan out how the surroundings would be like. Unless you are making it unrealistic by purpose. Other than that, it looks quite decent.
I really wasn't focused on one thing, or for it to be realistic. To me, this is practice on a bunch of different themes and how I can fit them with lighting, soundscapes, and triggered events. [editline]25th June 2011[/editline] [QUOTE=radu_iceman;30701140]Don't do that, you'll have problems aligning them to the rest of geometry. I already see some problems on the huge cylinder, near the entrance. You should try re-making that by hand (use the vertex manipulation tool). Also, I did a quick sketch for you on how you could improve the detail and lighting. [img]http://filesmelt.com/dl/concept4.png[/img][/QUOTE] That looks nice, great idea. I added some vents up top, and I'll probably add those columns, they look very nice.
unrealistic, ugly, layout doesn't make sense. list goes on and on. i'm sorry if this sounds rude but you're not supposed to post your first maps here. your map isn't thread worthy, there's a map pimpage thread for a reason, you post it there, get your criticism, and improve your map. [editline]25th June 2011[/editline] also "don't bitch because it's my first map" isn't a good excuse. that doesn't make your map less terrible. [editline]25th June 2011[/editline] practice. a lot. take reference pictures and try to replicate them. and of course, start posting on the map pimpage thread.
[QUOTE=MenteR;30702127]unrealistic, ugly, layout doesn't make sense. list goes on and on. i'm sorry if this sounds rude but you're not supposed to post your first maps here. your map isn't thread worthy, there's a map pimpage thread for a reason, you post it there, get your criticism, and improve your map. [editline]25th June 2011[/editline] also "don't bitch because it's my first map" isn't a good excuse. that doesn't make your map less terrible. [editline]25th June 2011[/editline] practice. a lot. take reference pictures and try to replicate them. and of course, start posting on the map pimpage thread.[/QUOTE] I doubt you will make a map as good as his, so stop bitching, it looks nice and has good gameplay.
[QUOTE=spree;30702291]I doubt you will make a map as good as his, so stop bitching, it looks nice and has good gameplay.[/QUOTE] ok[URL="http://www.facepunch.com/threads/1084143-MenteR-s-mapping-compilation?highlight="][/URL] [url]http://www.moddb.com/mods/opposing-force-2/images/of2-urban-chaos-rand-avenue1[/url] [editline]25th June 2011[/editline] this isn't some e-dick showoff. i'm not bitching, i'm giving him advice. it's up to him if he'll take it or not.
I do agree that he should have posted this in the WIP thread instead of making a whole thread about it. Like he said, keep practicing. This is a great start.
[QUOTE=MenteR;30702335]ok[URL="http://www.facepunch.com/threads/1084143-MenteR-s-mapping-compilation?highlight="][/URL] [url]http://www.moddb.com/mods/opposing-force-2/images/of2-urban-chaos-rand-avenue1[/url] [editline]25th June 2011[/editline] this isn't some e-dick showoff. i'm not bitching, i'm giving him advice. it's up to him if he'll take it or not.[/QUOTE] At least you're not some guy who gives bad criticism and has nothing to show off about, point taken. Still though, he just started, go easy on the guy. I'm sure he'll get better and better!
[QUOTE=spree;30702550]At least you're not some guy who gives bad criticism and has nothing to show off about, point taken. Still though, he just started, go easy on the guy. I'm sure he'll get better and better![/QUOTE] Even a person that has little or none experience in making maps, can give valid criticism (not saying they always do, believe me, i know they don't). Sometimes, I think it is better to ask a non mapper for feedback, because they tend to focus on other aspects of the map. But in this case, he should really listen to all the feedback he gets and do as he says. His mapping is at a very early stage, i know. But it is at that time it is important to take criticism properly. He has a lot of potential tho
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