How much variety/level environment does Created 8 years ago2015-04-26 12:54:09 UTC by PikaCommando PikaCommando

Created 8 years ago2015-04-26 12:54:09 UTC by PikaCommando PikaCommando

Posted 8 years ago2015-04-26 12:54:09 UTC Post #325390
For example, Duke Nukem 3D's mapping scene allowed a lot of different types of levels, from cities to deserts to bases to alien worlds and all sorts of other environments just with the base set of content, without needing any extra textures and stuff.

How much variety can Half-Life 1 provide using its base set of content? I'm looking to make a city-based level, but most HL1 is mostly set in labs and deserts and alien worlds so I don't see much from for city-based content such as building textures, road textures, skybox, etc. Not to mention it has a troublesome Quake-based map editor, which means levels can't be too big.
Posted 8 years ago2015-04-26 13:21:41 UTC Post #325391
As you said with your example, using textures in a creative way can yeild interesting result. You wouldn't believe how many metal structures in Half-Life actually uses concrete textures.
Also, creative brushwork can make the entire difference.

By the way, the level size doesn't depend on wheter the editor can make it larger or not. It's a limit within the game itself.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-04-26 13:35:31 UTC Post #325392
Yeah, so doesn't that mean Half-Life would be unfit for city-based levels, because normally it would be too big unless it is divided into multiple back-alley levels?
Posted 8 years ago2015-04-26 14:02:28 UTC Post #325393
No it doesn't. It's possible to use a skybox texture to create a low quality illusion of distant buildings. It's also possible to create Buildings outside the playable area to extend what can be seen, and making several map files.

The point is: While you can't really create wide open areas, you can create the illusion of wide open areas.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-04-27 06:07:15 UTC Post #325403
just let your imagination free. It is true that HL lacks some proper city level textures, but you will think of something.
Duke Nukem levels are the shit because of the ways mappers walked around the limits of walk able space.
Stojke StojkeUnreal
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