Try changing the color of the light in your next map, and also rotate the tables and other objects in your map slightly so not everything is orthogonal to each other.
Commented 19 years ago2005-09-05 07:15:18 UTC
in vault item: Facility1dhComment #8867
I wanted to make Facility once and tried using old pictures and it was good but I just felt it was not right... So I stopped after I got to the tunnel bit in your picture...
i'll give yours a look later because I want to see if it's got that feeling...
Commented 19 years ago2005-09-05 06:04:08 UTC
in vault item: Static WarehouseComment #8866
Use a better screenshot, tweak brightness and contrast if you have to. A good screenshot usually guarantees the mapper more downloads, and guarantees the player a better looking map.
Commented 19 years ago2005-09-05 00:14:25 UTC
in vault item: Lab17: SlimeLabComment #8862
Just a quick response to what has already been said about this map.
I certainly do need to go back and do some more texture work (see my comment on "Quake" for an elaboration on this subject) and I will, at the same time, review the lighting in this level. It is, as noted by Kasperg, the pre-disaster version, so it should be pretty well lit (the occasional dodgy lightbulb notwithstanding ;-))
Commented 19 years ago2005-09-04 23:56:35 UTC
in vault item: Lab17: QuakeComment #8861
Just a quick response to what has already been said about this map.
Yes, the interior of this level (Quake/SlimeLab) does suffer from a severe lack if texture differentiation. So, to an extent, does Flood/Storage. Basically I got to a point in building Storage that I just lost enthusiasm for picking textures, and basically did the whole warehouse area with the one texture. That carried through to this level, where it is a lot more noticeable, primarily because it extends through to much of the "standard-sized" corridors and rooms too. (I suspect it's not too bad in the large atrium-sized rooms simply because it's not so obvious and overpowering.)
Once I finish the level I'm working on now, I will go back and re-texture these levels to make them a little less monotonous...
Commented 19 years ago2005-09-04 23:33:41 UTC
in vault item: Lab17: StorageComment #8860
Just a quick response to what has already been said about this map.
First, I really want to thank Kasperg for his kind comments; they really were a nice boost to the old ego!
Second, I feel that I should point out that where Seventh-Monkey had some difficulties is pretty much related to one of Daubster's complaints: some of the glass in my levels is really quite strong -- fair comment there! The glass in the window of the two security posts does break, and you need to break it to get into the security rooms to push the buttons which open the doors at either end of the bridge. Of course, the glass there is supposed to be strong -- it is, after all, tempered security glass -- but I shall probably go through all these levels and rationalise the various glass strengths to get a little more realism, and a little more consistency...
Commented 19 years ago2005-09-04 18:43:57 UTC
in vault item: Deadly CargoComment #8858
okay. Starts inside the train now. That works better!
Perhaps this shouldn't be under Completed Maps as it needs work.
E.g., the textures in the yard need to be adjusted and sewn together.
The most noticeable thing is that the path the player is apparently supposed to follow isn't forced. I escaped, got down into the yard, got into the goodies area (behind the chain-link fence), killed the crabs and zombie and.. that was it. No way out (apparently). Players should never be trapped somewhere with no option but to reload or quit.
When I noclipped around, things started happening (combines, etc.). A lot of them were killed by something other than me. Shot each other, maybe? Didn't see any rebels.
In any case, if there's a sequence you want the player to follow, set up the map so the player has to go through trigger areas, etc.
Commented 19 years ago2005-09-04 15:25:34 UTC
in vault item: Mortar LabsComment #8855
ok how do you get into that tower without cheating? When you look around from the tower you see a room in the bottom which is nulled (you can see the inside of it) Could use more textures, stairs look weird. Architecture needs a bit work. I'd like to give it 3.5 so it goest to 4.
I think there is something wrong with the gamma on my monitor, it doesn't look that dark on my computer, but everyone else says its too dim on theres. Guess I should increase the brightness of the lights. And this is the Pre-Demo, the last tram drop-off is the last place in the demo. Don't worry, next version will have plenty of run around in it. Even some new voice acting.
But thanks for the support and notes, I take them all very seriously! And will implement accordinly. Thanks to everyone so far.
WOW! That was excellent!!! Man, the detail, the ambience, everything! I havent seen such skill at mapping for ages! The only problem was the fps at certain points :/ Anyway, excellent. Must have taken you AGES to map, hey!?
Hey, for a first map that was excellent! And no, im not trying to be nice, that was genuinly really good for a first map! Those tables where good, the lighting was interesting and the light fitting from the roof was very nice too. And also the elevator with the switch was clever. For a first map I give you 5 stars! Everyone else's first map was a one textured full-bright room with maybe a gun lying on the floor. This map actualy had detail and good lighting. Well done
-the bottom of the elevator (at the bottom of the initial sequence) is coincident with the brush underneath it (the textures are overlayed) -At the start of the 2nd map, the ceiling in front of the lab door is pretty low. -anything supposed to happen in the lab door area with the hatch to the left in the dark? -in the station, the gate on the trigger side doesn't drop down when the tram is triggered. -tram stops at the next map transition after getting aboard. Maybe a fade-out, do the transition, fade-in? That could hide the slight drop you get when the new map loads also -include the nodegraphs. I got a nodegraph rebuild at the start of several maps -when the tram arrives at the last platform, nothing happens. Barney doesn't open the door, etc. I noclipped onto the platform and, after a minute or so, the scientist started his ai and conversation with Barney. -in the tram tunnel: you put a lot of effort into the piston thing with the steam sprites. Bring up the lighting a bit so it can be seen better -the doors of the tram are well-synced. nice job. -everything is just a little undersized: hallways, doors, platform sizes, etc. Kind of hard to resize them all now, I know. Something to think about in further maps? -good job with the opening/closing of various doors through which the tram goes. Good syncing of sound. -the lighting at the last platform is dim compared with the illumination of the tram as looked at from the platform. -the outdoor scenes are good: lighting, things to look at during the ride, etc. -I'll run through it again soon
Commented 19 years ago2005-09-03 11:37:12 UTC
in vault item: Deadly CargoComment #8842
Something's amiss. The player start is on top of the concrete above the train, looking at a combine troop in midair, constant train sound with the train stationary, and able to see into the void.
Try changing the color of the light in your next map, and also rotate the tables and other objects in your map slightly so not everything is orthogonal to each other.
Sorry it had to do with SSL on the webserver. Got it fixed now.
He should have "OpenGL" on.
So I stopped after I got to the tunnel bit in your picture...
i'll give yours a look later because I want to see if it's got that feeling...
I have played this map more than fifty times, and it has never caused an error.
I certainly do need to go back and do some more texture work (see my comment on "Quake" for an elaboration on this subject) and I will, at the same time, review the lighting in this level. It is, as noted by Kasperg, the pre-disaster version, so it should be pretty well lit (the occasional dodgy lightbulb notwithstanding ;-))
Yes, the interior of this level (Quake/SlimeLab) does suffer from a severe lack if texture differentiation. So, to an extent, does Flood/Storage. Basically I got to a point in building Storage that I just lost enthusiasm for picking textures, and basically did the whole warehouse area with the one texture. That carried through to this level, where it is a lot more noticeable, primarily because it extends through to much of the "standard-sized" corridors and rooms too. (I suspect it's not too bad in the large atrium-sized rooms simply because it's not so obvious and overpowering.)
Once I finish the level I'm working on now, I will go back and re-texture these levels to make them a little less monotonous...
First, I really want to thank Kasperg for his kind comments; they really were a nice boost to the old ego!
Second, I feel that I should point out that where Seventh-Monkey had some difficulties is pretty much related to one of Daubster's complaints: some of the glass in my levels is really quite strong -- fair comment there! The glass in the window of the two security posts does break, and you need to break it to get into the security rooms to push the buttons which open the doors at either end of the bridge. Of course, the glass there is supposed to be strong -- it is, after all, tempered security glass -- but I shall probably go through all these levels and rationalise the various glass strengths to get a little more realism, and a little more consistency...
Perhaps this shouldn't be under Completed Maps as it needs work.
E.g., the textures in the yard need to be adjusted and sewn together.
The most noticeable thing is that the path the player is apparently supposed to follow isn't forced. I escaped, got down into the yard, got into the goodies area (behind the chain-link fence), killed the crabs and zombie and.. that was it. No way out (apparently). Players should never be trapped somewhere with no option but to reload or quit.
When I noclipped around, things started happening (combines, etc.). A lot of them were killed by something other than me. Shot each other, maybe? Didn't see any rebels.
In any case, if there's a sequence you want the player to follow, set up the map so the player has to go through trigger areas, etc.
Good start but needs some work, IMO. 3 stars.
And about that nulled room,there is nothing I can do about that.Thats sky_hack.Its the hl1 engine
When you look around from the tower you see a room in the bottom which is nulled (you can see the inside of it) Could use more textures, stairs look weird. Architecture needs a bit work. I'd like to give it 3.5 so it goest to 4.
But thanks for the support and notes, I take them all very seriously! And will implement accordinly. Thanks to everyone so far.
-At the start of the 2nd map, the ceiling in front of the lab door is pretty low.
-anything supposed to happen in the lab door area with the hatch to the left in the dark?
-in the station, the gate on the trigger side doesn't drop down when the tram is triggered.
-tram stops at the next map transition after getting aboard. Maybe a fade-out, do the transition, fade-in? That could hide the slight drop you get when the new map loads also
-include the nodegraphs. I got a nodegraph rebuild at the start of several maps
-when the tram arrives at the last platform, nothing happens. Barney doesn't open the door, etc. I noclipped onto the platform and, after a minute or so, the scientist started his ai and conversation with Barney.
-in the tram tunnel: you put a lot of effort into the piston thing with the steam sprites. Bring up the lighting a bit so it can be seen better
-the doors of the tram are well-synced. nice job.
-everything is just a little undersized: hallways, doors, platform sizes, etc. Kind of hard to resize them all now, I know. Something to think about in further maps?
-good job with the opening/closing of various doors through which the tram goes. Good syncing of sound.
-the lighting at the last platform is dim compared with the illumination of the tram as looked at from the platform.
-the outdoor scenes are good: lighting, things to look at during the ride, etc.
-I'll run through it again soon
Made in 2 hours just for pure enjoyment, try it sometime.
The stairs are a bit steep. Take a look at the angle used to build steps in real life.
4 stars
I'll download in on monday when I got my good computer.
I'll download it on monday (when I got my good computer! )!