Basically this is pretty much my [B]first[/B] map that I have really stuck on, other maps I start making I get around 30-40 minutes into it and give up. I've been playing around with this one for about 4~ hours now. I'm pretty much just learning stuff. I've been using hammer editor for years now but never really done anything in it hah. I only started this map to test out making roads that look better.
I'm basically wanting negative/positive criticism on this map. It's not the best looking thing ever and am looking to expand and make it look better.
Screenshots:
[url]http://snpr.cm/gkHWCW.jpg[/url]
[url]http://screensnapr.com/v/eM5Y8x.jpg[/url]
[url]http://screensnapr.com/v/RICMSn.jpg[/url]
[url]http://screensnapr.com/v/ETR4om.jpg[/url]
[url]http://screensnapr.com/v/g7aOMm.jpg[/url]
The main issue I have just now is getting displacements to join up (the cliff's) I haven't really read into sewing but cannot get it to work.
Be as harsh as you want, just make sure you are helping me in some way :) Thanks.
edit: There isn't really anything inside the building:
[url]http://snpr.cm/bAUpFE.jpg[/url]
You should compile the map so we can see what your lighting looks like. Also, you should use light_spot instead on the light entity, unless the light entity would actually fit for the light, for example a simple light bulb.
My lighting is pretty horrible for inside the buildings, the tunnel lights up good tho. Ill compile it soon.
In terms of displacements and sewing, it's really easy. The brushes just have to line up on the same grid line in order to be eligible for sewing. What I mean by that is they have to line up prior to being turned into a displacement. Secondly, with optimization, here is a great [url=http://optimization.interlopers.net/]optimization guide[/url] that helps a lot.
Doing these outside cliff walls seems like a very simple job, but it seems that it will take like a hour to line up, displace and then sew? Is there any faster more efficient way?
I'm not sure how many cliffs you have or what method your using to create them but it's, at most, a five minute job. It looks like you are also using two different brushes for your cliff face and cliff top when you could just use one brush and displace the two faces.
Everything is kind of blocky, try to get some more curves in there or just some variation of design. So instead of making a basic square room, try to make it more varied. I think it makes a map look more interesting and professional :)
Doom loves his curves! Generally motor way tunnels are rounded.
In the 3rd screenshot the tunnel just seems to end abruptly. Consider adding some kind of interior rim or supports. I looks like the lighting in the tunnel will be odd, remove the lights and just use the light_spot. Aim them in the centre of the road and change the angle to just cover the pavement. Hopefully the roof should be dark and you'll have patches of light along the road itself. IF the roof is still too bright add some support beams across it, some pipes etc something to break it up a little.
For this kind of thing is really helps to look at reference images. Try to rebuild what you see then change it abit for your own flavour.
Your building is looking a little squat adding an extra level (or 2) would really help it grow. IT also seems a generic style red brick square. Look at architecture of the area you are trying to imitate. Even if you don't quite know where your map is meant to be look at pictures which suit the general feel of the area. Making your building taller will also help it look more in scale with trees. You also have many double doors on your building, looking are references will help you get a better idea of how to make a facade look, generally the outside should look realistic but inside you can change the layout alot since the player will be inside and arn't as well oriented.
I'm not sure what kind of area your map is meant to be in but currently the grass is abit tiling and repetative. Turn up the scale to 0.5 (the detail map applied to it should still make it look good). Then for some of the walls of your displacement hide them using a "tree card". nature/clifftrees_cardboard01a Looks like a forest from the distance. Add to the base and perhaps the top of the cliff to break up the square look of the scene. Then use Tree models infront of the tree card to create a more realistic view from upclose. So from a distance the player will see a forest type thing then up close they can see and touch the trees.
Your op was about optimization. These were a godsend for my early forest stuff. [url]http://www.garrysmod.org/downloads/?a=view&id=90923[/url]
The trees have LOD models so as you get far away they get less detailed. IT uses up slightly more ram but can save you literally 1000s of polygons. (the ep2 tree is something like 1k polygons no matter what distance you are) These go down to about 100.
Have a look at how others did their cliffs and forests and try to imitate the scene, first practice and you'll get the skills you need to make your own.
SoapNGo can't be more right about the cliff sewing and grid use. Remake the displacements with the top and the side as 1 brush. then add another layer on top. maybe slightly lower to look better.
g _
_!_!
!_!
(the g is just a placeholder imagine its a space)
See how the sides all line up, this ensures that when you sew they line up. Obviously just displace the edges you can see select more than 1 face with the face selection tool and move around by changing the tab to displacement.
The road itself and car park seem good to me, you've even aligned the textures well! and the scale seems right make a few changes to the building and the grass and you should have yourself a good environment. Good luck!
Whoa wasn't expecting such a detailed answer ;) I haven't really spent much or any time at all on the tunnels and that's coming after I have detailed this area up. My main concern just now is getting these cliffs better :)
Thanks.
Edit: I've changed a few things, The tunnels are now a little more round as I subdivided them:
[url]http://snpr.cm/yichfQ.jpg[/url]
I've also done the cliffs better this time as they all sewed up perfectly with each other and the tunnels.
Edit2: here it is compiled:
[url]http://cloud.steampowered.com/ugc/577825611674713885/A1BC8F1B8996A430D718716ACCE2CFA2BB6A181E/[/url]
Lighting inside the building looks allot better
[url]http://cloud.steampowered.com/ugc/577825611674709133/8671362057F484ADAD4789026DE73087AB288F24/[/url]
[QUOTE=Mrkrabz;35273013]Whoa wasn't expecting such a detailed answer ;) I haven't really spent much or any time at all on the tunnels and that's coming after I have detailed this area up. My main concern just now is getting these cliffs better :)
Thanks.
Edit: I've changed a few things, The tunnels are now a little more round as I subdivided them:
[url]http://snpr.cm/yichfQ.jpg[/url]
I've also done the cliffs better this time as they all sewed up perfectly with each other and the tunnels.[/QUOTE]
It looks like the blocky design of the tunnel continues after your new round design. I think that's kinda pity since I like the new design of your tunnel :)
[QUOTE=Doom;35273500]It looks like the blocky design of the tunnel continues after your new round design. I think that's kinda pity since I like the new design of your tunnel :)[/QUOTE]
What do you mean? It's only square where it meets the cliffs either side.
How come it be square there? I think it'll be a lot prettier if the arches just continue to the cliffs. But then again, I've only seen it from that angle, so I have no clue how it looks in practice ^^
Oh I see what you mean, Yeah it's because the Sew makes it align with the cliffs making it square again, Ill try and make it look better with arches.
You could add the arch at the end made from brushes and func_detailed. This would make it more 3d
[QUOTE=mdeceiver79;35273829]You could add the arch at the end made from brushes and func_detailed. This would make it more 3d[/QUOTE]
Sorry, yeah that's what I meant, I'm only putting arches at the start and end of the tunnels (not recreating the entire thing with arches). I'm horrible with arches however.
Make a cylinder so the arch lines up approx where you want it. Then create verticle brushes above it, then use vertex modify tool on the brushes to drag the vertices to approximately where they are on the arch (approx since the arch might not be on the grid) Once they are done remove the cylinder and you should have an arch.
MrKrabz, when you've selected your block tool look in the bottom right panel. Click on the objects drop down menu and select arches. Makes it a whole lot easier if you're not already doing this :)
[QUOTE=Doom;35274306]MrKrabz, when you've selected your block tool look in the bottom right panel. Click on the objects drop down menu and select arches. Makes it a whole lot easier if you're not already doing this :) [/QUOTE]
I didn't even know there was another way of creating arches? This is the only method I know lol unless you create them manually which would be a pain. I pretty much know most of the tools in hammer, but am horrible at design.
I have done this:
[url]http://cloud.steampowered.com/ugc/577825611676467186/FABFA992707A5BE937BBD418EE421CADF371CFD7/[/url]
[url]http://cloud.steampowered.com/ugc/577825611676472258/E7C0D62C7AC84CC9DBC93AEDE8FC063D0BFE5F09/[/url]
Picture two looks a bit weird, but it's really cool otherwise :D
Good looking tunnel :) nice one
[QUOTE=Doom;35274720]Picture two looks a bit weird, but it's really cool otherwise :D[/QUOTE]
I see what you mean where the walls like all wobbly, ill see what I can do.
I'd say to double the sides on the arch or something. It's too jagged in my opinion. It should look a lot smoother instead of looking like it does now.
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