[b]Current Version: Beta 1[/b]
Known Errors:
-Traitor tester can be buggy if a player leaves before door closes on them.
[b]Map Description:[/b]
Set in a mechanic/junkyard area, playing area can vary from buildings, to narrow halls, to open grass areas and courtyards. Two traitor traps make gameplay more fast paced including a Car Crusher trap and Cars falling 'accidentally' from a crane. Also includes a traitor teleporter room/Armory.
Screen Shots:
[IMG]http://i1034.photobucket.com/albums/a424/BattlefleetGothica/hl22011-09-0219-19-22-01.jpg[/IMG]
[IMG]http://i1034.photobucket.com/albums/a424/BattlefleetGothica/hl22011-09-0314-50-45-50.jpg[/IMG]
[IMG]http://i1034.photobucket.com/albums/a424/BattlefleetGothica/hl22011-09-0314-49-38-71.jpg[/IMG]
[IMG]http://i1034.photobucket.com/albums/a424/BattlefleetGothica/hl22011-09-0314-49-27-93.jpg[/IMG]
[IMG]http://i1034.photobucket.com/albums/a424/BattlefleetGothica/hl22011-09-0314-49-18-19.jpg[/IMG]
[url=http://www.garrysmod.org/downloads/?a=view&id=125009][img]http://www.garrysmod.org/img/?t=dll&id=125009[/img][/url]
Any criticism as long as it is constructive would be greatly appreciated. This is my first completed map.
(I am aware this is somewhat of a double post because I prematurely released it.)
I failed to notice that, I believe that is the only one that I didn't nodraw. Thanks.
Don't give it nodraw, it'll look weird in-game. Just move the texture so it's only black.
Alright, would you happen to know how to make a light flicker in a similar fashion as fire?
Open the light entity and click "Appearance". Choose either "Flicker A" or "Flicker B" from the dropdown menu on the right.
They look a bit weird, but I'll play around with them I suppose.
Make the sure light is a correct colour (dark-orange/brown as opposed to bright, saturated orange).
I'll give it a shot, thanks for the help.
[editline]4th September 2011[/editline]
[b]UPDATE[/b]
[url=http://www.garrysmod.org/downloads/?a=view&id=125032][img]http://www.garrysmod.org/img/?t=dll&id=125032[/img][/url]
*Map fixes*
Improved lighting (switched to light_spot from just light).
Map is now at dusk/night.
Fixed Car fire.
Traitor Tester is now breakable.
New screenshots:
[IMG]http://i1034.photobucket.com/albums/a424/BattlefleetGothica/hl22011-09-0412-26-40-58.jpg[/IMG]
A little demonstration of the effects of the new lighting on a room.
[IMG]http://i1034.photobucket.com/albums/a424/BattlefleetGothica/hl22011-09-0412-27-33-16.jpg[/IMG]
Underground service tunnel.
[IMG]http://i1034.photobucket.com/albums/a424/BattlefleetGothica/hl22011-09-0412-27-03-38.jpg[/IMG]
A general overview of the map.
[IMG]http://i1034.photobucket.com/albums/a424/BattlefleetGothica/hl22011-09-0412-27-55-90.jpg[/IMG]
The outdoor passages are fairly dark so using your flashlight make game play more interesting.
[IMG]http://i1034.photobucket.com/albums/a424/BattlefleetGothica/hl22011-09-0412-27-10-22-1.jpg[/IMG]
Traitor tester is lit up. The box next to the tester will disable the tester if destroyed and has 200hp.
I feel the map needed a different tone so I chose night for a darker more uneasy feeling. Also gave me practice with using light_env.
What does everyone think?
I think it looks pretty nice.
Never release your first map, or even your second or third, take a look around the Mapping Pimpage thread and you can the standard at which you need to be, your map is very blocky, has very dull lighting and is missing a 3D skybox, I suggest you recreate an area you know very well such as your street or house and see how accurate you can be, keep practising though as you're well on your way!
I'm sorry my lighting doesn't make you orgasm. It's supposed to be realistic, not photogenic.
[editline]6th September 2011[/editline]
And I release it as a beta, if you can read. 'b1'. So people can test and give me feedback that is fairly useful. Besides. 'Your lighting is boring'. I'm not sure how it's boring or how to improve it.
A short while later im staring at the bottom of the map and wondering what happened. A virtual cookie for the person who can also find the way out of the map without using noclip.
Those brick walls are a bit too thick, if that's any help.
I use the standard 16 width walls?
[QUOTE=Nrich588;32152159]I'm sorry my lighting doesn't make you orgasm. It's supposed to be realistic, not photogenic.
[editline]6th September 2011[/editline]
And I release it as a beta, if you can read. 'b1'. So people can test and give me feedback that is fairly useful. Besides. 'Your lighting is boring'. I'm not sure how it's boring or how to improve it.[/QUOTE]
I'm not expecting your lighting to give me orgasms, I'm giving you the feedback that you asked for, please don't be the type of guy who only listens to the good crits and ignores the bad, nobody likes those people. But anyway, you're using the Omni type of light in Hammer, it's better to use the spot one because it gives off a more realistic natural looking light and it will remove those patches of light on the walls.
It's also at night, so use some env_sprites with your lights.
I don't intend to come off as a dick as I'm just trying to help you, below are two maps that I've made, if you want to know how I did something just ask.
[url]http://www.l4dmaps.com/details.php?file=5166[/url]
[url]http://www.l4dmaps.com/details.php?file=7853[/url]
How should I use env_sprites with the lighting?
[QUOTE=Nrich588;32158655]How should I use env_sprites with the lighting?[/QUOTE]
Put the env_sprite wherever the light is coming from, if you look at street lights at night, you can see a glowing circle around the bulb, this is what env_sprites are supposed to replicate.
But that's using them for one use, sprites can be used for many other things such as detail which is far away.
Hello.
It looks terrible, don't begin on it.
[QUOTE=Nrich588;32155151]I use the standard 16 width walls?[/QUOTE]
The standard wall size is 8.
[QUOTE=TCB;32166665]The standard wall size is 8.[/QUOTE]
If I made walls that thin I'd have to add func_breakable so as not to confuse players with paper thin walls -.-
[QUOTE=TCB;32166665]The standard wall size is 8.[/QUOTE]
Nope, 16.
8 units is a realistic size for walls.
[QUOTE=TCB;32168756]8 units is a realistic size for walls.[/QUOTE]
Uh, it's 16 units because that's the realistic size, otherwise what would be the point in it being 16 units when everyone just used 8. It's widely known to use 16 for a reason.
[QUOTE=Nrich588;32110808]I'll give it a shot, thanks for the help.
[editline]4th September 2011[/editline]
[b]UPDATE[/b]
[url=http://www.garrysmod.org/downloads/?a=view&id=125032][img]http://www.garrysmod.org/img/?t=dll&id=125032[/img][/url]
*Map fixes*
Improved lighting (switched to light_spot from just light).
Map is now at dusk/night.
Fixed Car fire.
Traitor Tester is now breakable.
New screenshots:
[IMG]http://i1034.photobucket.com/albums/a424/BattlefleetGothica/hl22011-09-0412-26-40-58.jpg[/IMG]
A little demonstration of the effects of the new lighting on a room.
[IMG]http://i1034.photobucket.com/albums/a424/BattlefleetGothica/hl22011-09-0412-27-33-16.jpg[/IMG]
Underground service tunnel.
[IMG]http://i1034.photobucket.com/albums/a424/BattlefleetGothica/hl22011-09-0412-27-03-38.jpg[/IMG]
A general overview of the map.
[IMG]http://i1034.photobucket.com/albums/a424/BattlefleetGothica/hl22011-09-0412-27-55-90.jpg[/IMG]
The outdoor passages are fairly dark so using your flashlight make game play more interesting.
[IMG]http://i1034.photobucket.com/albums/a424/BattlefleetGothica/hl22011-09-0412-27-10-22-1.jpg[/IMG]
Traitor tester is lit up. The box next to the tester will disable the tester if destroyed and has 200hp.
I feel the map needed a different tone so I chose night for a darker more uneasy feeling. Also gave me practice with using light_env.[/QUOTE]
People don't bleed like that when they hang themselves.
You don't play TTT do you? When you hand bodies they have gunshot wounds or stab wounds so in theory they'd bleed.
[QUOTE=Nrich588;32184139]You don't play TTT do you? When you hand bodies they have gunshot wounds or stab wounds so in theory they'd bleed.[/QUOTE]
It's still highly illogical.
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