New map Im working on Created 19 years ago2005-08-29 02:20:35 UTC by J3r3my J3r3my

Created 19 years ago2005-08-29 02:20:35 UTC by J3r3my J3r3my

Posted 18 years ago2005-12-04 02:36:17 UTC Post #150344
You'd be best off with tree models. It'd improve the look of your map so much that it'll be worth going against your '1 file' mentality.

fishy made some which can be found here: http://www.snarkpit.net/editing.php?page=files&game=HL&type=models

You should replace the trees in the map with models, and also put some behind the square treeline boundary so it doesn't just stop.
Trapt Traptlegend
Posted 18 years ago2005-12-04 06:07:56 UTC Post #150350
Wow, sweet models.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-12-04 10:56:48 UTC Post #150373
Blaz textures..
You should make the trees at the edge of the map like Kasperg mentioned before..
You should also add some boulders, bushes, etc. Anything to cover behind.
Daubster DaubsterVault Dweller
Posted 18 years ago2005-12-07 06:04:13 UTC Post #150818
How would model based trees affect r_speeds compared to a simple 4 brush tree?

Anyways some stuff I added:
User posted image
User posted image

Closable shutters on all the windows (to keep those pesky flash grenades out ;) )

User posted image

And Ive been playing around with some decals...
Posted 18 years ago2005-12-07 09:27:05 UTC Post #150831
How would model based trees affect r_speeds compared to a simple 4 brush tree?
Try it. A model face is generally rendered 10+ times as fast as a world brush face.

Lighting looks good in those shots, but the ladder in the first ones looks very rough. Smaller steps look better (and make it less steep if that fits). Aside from that that room looks ok. The third shot is somewhat undetailed - a little trip brush or such could do, or a small machine or wall-mounted apparatus or such.
Posted 18 years ago2005-12-07 10:39:12 UTC Post #150839
Nice windows.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-12-07 18:05:38 UTC Post #150965
stairs look wierd, Normally a 16 by 32 or an 8 by 32 stair works best.
Posted 18 years ago2005-12-07 21:18:02 UTC Post #150993
Only problem is that longer stairs wouldnt fit :

Edit: The stairs dont actually look that steep in the game.
Posted 18 years ago2005-12-07 21:46:48 UTC Post #150995
How would model based trees affect r_speeds compared to a simple 4 brush tree?
It depends on how detailed the model is. I had a map (it's not in the vault) that initially had about three nice looking model trees. Epolys were horrible and I decided not to include trees at all.
It's also very important to know how close is the player going to be to the tree. A brush tree with interlaced masked textures is probably a better idea for non-reachable trees, while the model tree would be in the playable area.
Posted 18 years ago2006-01-04 20:07:34 UTC Post #156238
Ok the map is almost ready for a test release. Sorry for the long delay.

User posted image

Heres a more decently sized helipad.

User posted image

And Ive started adding boxes in the tunnel for cover.
Posted 18 years ago2006-01-05 04:56:48 UTC Post #156288
I really think those walls need some spicing up.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-01-06 06:59:17 UTC Post #156395
Just read through this thread quickly, nice map. As for the boring tunnel, I'd just cut up the walls and put a door there somewhere, and maybe put a curve in the corner, and put in some repeating pillars or something of the sort.
m0p m0pIllogical.
Posted 18 years ago2006-01-06 08:08:36 UTC Post #156413
Helipad comes along nice, but that extended platform looks a bit fragile. Maybe add an extended crete part and only metal gratings along the sides, like this? I also get the feeling it's still quite a small helipad (and perhaps too high?), it doesn't really feel right yet.

That hallway interior is getting better (though one could ask himself why hallways are cluttered with crates and boxes, perhaps that 'improves' truck navigation...) but as m0p said above, you'd want to add something to the walls themselves.
They're too linear, too long and boring. The texture emphasizes the flatness of the surface even more, there's no real contrasting areas in the texture which makes it appear more bland than it already is. I'd say, try a different texture, one with support beams pumped into it, or add support beams as geometry itself. An intend (?) with a maintenance door and such would be nice about halfway or such, too. Don't overdo such details, one or two are probably enough.

Oh, and some tire decals on the road and rust or crack decals on the walls might be nice, too. Small things but nice finishing touches.
Posted 18 years ago2006-01-06 11:54:54 UTC Post #156450
Models dont have limits like brushes.
They do but alot higher. Where can I get a model that is detailed like a brush tree.(only a cylinder for the trunk and it gets thiner at the top, with planes textured with a transprerent leaf texture) Then I could easly make a forest that doesn't lag! :D

Nice map Jermey, great improvment, but I do agree with seventh, the walls need to be spiced.
Posted 18 years ago2006-01-06 13:00:58 UTC Post #156456
Perhaps I (or somone else) could ask a modeler very nicley to make one. We would need the textures though (if you have one in mind please post it) of the trunk and of the tree texture. I know there are a lot of sprite trees out there, could anyone cut one down and remove its textures please?
Posted 18 years ago2006-01-09 21:07:12 UTC Post #157161
Posted 18 years ago2006-01-09 21:13:47 UTC Post #157166
Tycell, Gunman's textures are sefficent enough I'll ask pepper.

Edit:

Damn it... his Inbox is full. :cry:
Posted 18 years ago2006-01-12 23:32:22 UTC Post #157658
That hallway interior is getting better (though one could ask himself why hallways are cluttered with crates and boxes, perhaps that 'improves' truck navigation...)
I was thinking of spreading the boxes out a bit and maybe having an overturned truck that the boxes spilled out of.
Posted 18 years ago2006-01-13 06:24:21 UTC Post #157687
I retextured the tunnel :o
User posted image
Posted 18 years ago2006-01-13 06:43:09 UTC Post #157689
Its again the detail issue. Take a good look at that wall texture of your tunnel. It has different parts/segments, which can easely be chopped/cut out. That way you can make the tunnel walls far more detailed.
Posted 18 years ago2006-01-13 07:04:25 UTC Post #157693
For Christs' sake, link straight to the image!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-01-13 07:11:24 UTC Post #157694
Whaa? The thumbnail does link straight to the image...
Posted 18 years ago2006-01-13 07:46:08 UTC Post #157703
Yep, it does. :)
Posted 18 years ago2006-01-13 14:15:20 UTC Post #157734
Looks better already. Still somewhat monotone, try adding an intend or so, something that holds a maintenance door or so, about halfway down the tunnel. And perhaps switch one of those lights off so it looks less repetetive. And use some decals now and then to break up the long surfaces better.

I'm also wondering, does this long hallway play good? Looks way too long and linear to me for a good gameplay...
Posted 18 years ago2006-01-17 05:35:05 UTC Post #158232
Anyone actually played my map yet? I could use some comments...
Posted 18 years ago2006-01-17 10:45:08 UTC Post #158250
A link to your map would really help.
Your map is almost finished, so move it to the finished vault, if you want more people to notice it.. :)
Daubster DaubsterVault Dweller
Posted 18 years ago2006-01-17 12:12:27 UTC Post #158263
For Christs' sake, link straight to the image!

This instead of this, capische?

Prevents the annoying imageshack stuff to load - not to mention, doesn't resize.
Posted 18 years ago2006-02-07 01:01:31 UTC Post #161802
Im getting pretty close to a public release. Just adding some more detail. And Im fixing some of the stairs to improve hostage navigation.
User posted image

Just an example of details im adding.
User posted image

And I took all your advice and put a T-section in the tunnel with a fake door...or is it fake?
Posted 18 years ago2006-02-07 01:53:19 UTC Post #161806
That first pic is a little...plain.
AJ AJGlorious Overlord
Posted 18 years ago2006-02-07 04:37:28 UTC Post #161817
Dont worry there will be more. Im just starting to add the final touches.
You must be logged in to post a response.