Hello everyone, I'm a new user here, so let me introduce myself first.
My name is Peter Brev, level designer for the Gold Source engine since 2006 and for the Source engine since 2007.
I have created different themed maps that are released for a HL2DM server.
I am a 16 years old boy that lives in France.
I'm always trying to be helpful to everybody and bring solutions to people that are stuck somewhere.
If someone doesn't understand something, I don't mind repeating multiple times.
If you want to talk to me on Steam, you can with this link here: [url]http://steamcommunity.com/id/PeterBrev/[/url]
If you got any questions about me, feel free to ask.
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About the map...
The map I am showing you is a WIP map.
I hope to be finished before 2014 because I worked for it for now a month or more.
My main goal in this map is to bring some Black Mesa's features into an original map.
I split the map into different zones:
-The Helicopter pad, basically an obvious spawn for CT.
-The construction zone.
-The transit system.
-The offices.
-Surface.
I have worked hard to bring something enjoyable, fun and of course original.
I wouldn't expect doing a map like this, but seems that I'm finally decided to do it.
I am currently developing the offices and should be done by this week-end (hopefully).
If I finish the offices this week-end, I'll make the surface next week (note that the surface will be expanded enormously).
Here are some pictures of the map:
[URL=http://s797.photobucket.com/user/Peter_Brev/media/2013-11-04_00001_zpsaf61b62f.jpg.html][IMG]http://i797.photobucket.com/albums/yy253/Peter_Brev/2013-11-04_00001_zpsaf61b62f.jpg[/IMG][/URL]
[URL=http://s797.photobucket.com/user/Peter_Brev/media/2013-11-04_00002_zps29e6f97f.jpg.html][IMG]http://i797.photobucket.com/albums/yy253/Peter_Brev/2013-11-04_00002_zps29e6f97f.jpg[/IMG][/URL]
[URL=http://s797.photobucket.com/user/Peter_Brev/media/2013-11-04_00003_zpsf940b69b.jpg.html][IMG]http://i797.photobucket.com/albums/yy253/Peter_Brev/2013-11-04_00003_zpsf940b69b.jpg[/IMG][/URL]
[URL=http://s797.photobucket.com/user/Peter_Brev/media/2013-11-04_00006_zpsd460215b.jpg.html][IMG]http://i797.photobucket.com/albums/yy253/Peter_Brev/2013-11-04_00006_zpsd460215b.jpg[/IMG][/URL]
[URL=http://s797.photobucket.com/user/Peter_Brev/media/2013-11-04_00010_zps69b961da.jpg.html][IMG]http://i797.photobucket.com/albums/yy253/Peter_Brev/2013-11-04_00010_zps69b961da.jpg[/IMG][/URL]
[URL=http://s797.photobucket.com/user/Peter_Brev/media/2013-11-04_00023_zpse525e62e.jpg.html][IMG]http://i797.photobucket.com/albums/yy253/Peter_Brev/2013-11-04_00023_zpse525e62e.jpg[/IMG][/URL]
[URL=http://s797.photobucket.com/user/Peter_Brev/media/2013-11-04_00026_zpsa40f76e0.jpg.html][IMG]http://i797.photobucket.com/albums/yy253/Peter_Brev/2013-11-04_00026_zpsa40f76e0.jpg[/IMG][/URL]
[URL=http://s797.photobucket.com/user/Peter_Brev/media/2013-11-04_00027_zps26524927.jpg.html][IMG]http://i797.photobucket.com/albums/yy253/Peter_Brev/2013-11-04_00027_zps26524927.jpg[/IMG][/URL]
[URL=http://s797.photobucket.com/user/Peter_Brev/media/2013-11-04_00029_zps4f616180.jpg.html][IMG]http://i797.photobucket.com/albums/yy253/Peter_Brev/2013-11-04_00029_zps4f616180.jpg[/IMG][/URL]
[URL=http://s797.photobucket.com/user/Peter_Brev/media/2013-11-04_00031_zpse0e708a4.jpg.html][IMG]http://i797.photobucket.com/albums/yy253/Peter_Brev/2013-11-04_00031_zpse0e708a4.jpg[/IMG][/URL]
[B]Please note: Not everything is final.[/B]
Also note that with HDR, the lighting will look much, much better.
A 3D skybox will be made once I will entirely be sure that my level is done.
Please remember to max the graphics settings before taking screenshots.
Also, that Black Mesa map on the third image looks awfully stretched.
On the second image, how did the truck get there? I can't seem to see any logical reason for it to be there, or how it got there in the first place.
The texture scale for the grate is too stretched, you need to shrink it a little
On the Third to last screenshot, align the floor tile textures so they don't cut off half way when transitioning to the middle strip.
[QUOTE=samuel2213;42331069]Please remember to max the graphics settings before taking screenshots.
Also, that Black Mesa map on the third image looks awfully stretched.
On the second image, how did the truck get there? I can't seem to see any logical reason for it to be there, or how it got there in the first place.[/QUOTE]
The jeep got a proper way in, doesn't seem very obvious, but there is.
Also thanks to the other ones for the feedback, at least, it helped me to improve the map.
Details on this are already miles ahead of most deathrun maps, keep at it!
Can you give any examples of the traps?
There's 6 traps up, 3 in the 2nd hallway (where you can see red and blue pipes, deathrun starts here) and 3 in the offices.
I am making the fixes from the above feedback, but I'll be sure to show you traps.
All have been fixed.
before you take screens
set your graphics to max
i believe that you don't have a 2006-09 grade PC
everything's not bad
[QUOTE=EddieLTU;42333572]before you take screens
set your graphics to max
i believe that you don't have a 2006-09 grade PC
everything's not bad[/QUOTE]
I will.
looks good overall, but it could use a little more polishing. those cliffs on the first pic look pretty bad, and i have to disagree with some of your texturing choices, but like i said, it's a job well done in its entirety.
[QUOTE=Azzator;42351401]looks good overall, but it could use a little more polishing. those cliffs on the first pic look pretty bad, and i have to disagree with some of your texturing choices, but like i said, it's a job well done in its entirety.[/QUOTE]
I'm not a fan of displacements, but I can take a look.
What textures don't you like?
it's not that i don't 'like' the textures, it's just that some of the texturing seems out of place.
[thumb]http://i44.tinypic.com/2ekm0d2.jpg[/thumb]
for instance, in this pic, the coarse concrete walls of the tunnel are in stark contrast to the smooth, plaster office walls. those light fixtures, which I assume is from the stock materials, are pretty oversized and how it gradually fades into the distance looks pretty iffy personally. consider using BMS' cagelight models instead.
[thumb]http://i41.tinypic.com/2w3t89v.jpg[/thumb]
another example is this one. you textured the supports again with rough concrete, which creates, in my opinion, a pretty bad contrast to the plaster walls. also, what are those explosive barrels doing there? if my memory serves me right, BMS OC didn't have random [i]explosive[/i] barrels littered around its administrative hallways. and if you think about it, it does make sense. why would they put an explosive hazard in the middle of a busy office environment? those barrels are best reserved for the industrial sectors (i.e. LC, FaF, WGH).
[thumb]http://i42.tinypic.com/2j65s91.jpg[/thumb]
in here, the world map is evidently stretched and it simply looks jarring.
overall your texturing is okay, but like i said, make sure everything blends together well. that's true for prop placement as well.
also i have a comment about your lighting; everything is so uniformly well-lit. while per se there's nothing wrong with that, there are times where no lighting can help spice up your aesthetics by generating a nice and smooth contrast.
[thumb]http://i40.tinypic.com/xky41w.jpg[/thumb]
i think this is a prime location to play around with the lighting. i'm a sucker for massive setpieces like these (but then again who isn't :v:), but i think the uninspired lighting sort of ruins it. again, it's too uniform which makes it look bland. actually, this looks something like the massive rocket silo from blast pit. remember how that looked? there was this light facing the catwalk that made some gorgeous shadows; you get the idea.
Here:
<Image Removed, pictures updated in the first post>
In a normal day of work, these barrels would obviously be wrongfully placed, but this is part of a deathrun trap, so ignore this.
Also, both textures are plaster textures and BMS did the same, so I took my idea from their office level while playing the mod.
In the cafeteria, it's just a small place that doesn't really that much.
In the tunnel, I'll investigate and try different lighting properties.
In the last screenshot, in the first place, I haven't focused on the lighting yet, because I wanted to create the environment first; but when I came to the lighting, I haven't really lit the ceiling because I couldn't get a dome like I wanted to in the first place, not because I don't know how to do, but because it doesn't fit and I tryed many ways, so I ended up with a random ceiling that isn't really interesting, but the player doesn't really focus on the ceiling but more on the gameplay, but thanks for the feedback.
I will investigate the issues.
Please add me on Steam for further comments and feedback so it doesn't get messy here :)
I have updated the map and updated the pictures in the first post.
Hey that looks good. i use valve hammer editor but i'm still very much a beginner.
[QUOTE=fattyboy;42417121]Hey that looks good. i use valve hammer editor but i'm still very much a beginner.[/QUOTE]
Thanks.
@Peter Brev
Hi, I tried sending you a PM but it wouldn't let me.
I see you use valve hammer editor. I use it and am a beginner. I wondered if there's any help you could give me? Do you know of any websites that are helpful with using hammer? I'm interested in creating my own additional content for black mesa. Any help would be welcome.
[QUOTE=Joebloggs;42431680]@Peter Brev
Hi, I tried sending you a PM but it wouldn't let me.
I see you use valve hammer editor. I use it and am a beginner. I wondered if there's any help you could give me? Do you know of any websites that are helpful with using hammer? I'm interested in creating my own additional content for black mesa. Any help would be welcome.[/QUOTE]
You couldn't send me a pm because I had that functionality disabled.
You can directly get me on Steam and I'll help you.
My steam won't work. Can I post questions here?
This is a very impressive map by the way.
I want to play Deathrun now.
[QUOTE=Joebloggs;42435901]My steam won't work. Can I post questions here?[/QUOTE]
Yeah, I don't mind it, I don't think it bothers other people too.
Some of my questions may have obvious answers so I'll begin by stating that I'm a beginner with hammer and very bad with it.
One thing is that I'm able to put in vortigaunts and headcrabs, but I cannot find houndeyes or other aliens anywhere in hammer. Also, with headcrabs and vortigaunts I can put them in and they appear when I run the map but they don't do anything. They don't move or attack.
Try this:
Add an ai_relationship, in its properties, in the subject box, put the name of your vort's or any npc's name, in the target, put !player, in Start Active, put Yes then try again.
<Image removed, pictures updated in the first post>
Do you have any suggestions?
<Images removed, pictures updated in the first post>
Feedback?
Your very good at keeping the Black Mesa feel, though I would suggest adding something in the distance of the map outside, some mesas and mabye some aircraft flying by.
I planed making the 3D skybox, it will be done once the whole map will be completed.
<Image removed, pictures updated in the first post>
Anything?
Well there is nothing much to say than this; AWESOME! Looking forward for final release :)
My birthday today, still working on it.
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