narcosynthesis_test4

Half-Life HL
narcosynthesis_test4 by PrivateSnowball
Posted 13 years ago2011-07-10 16:26:59 UTC • Unfinished • Half-Life
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Name
narcosynthesis_test4
By
PrivateSnowball PrivateSnowball
Type
Map
Engine
Goldsource
Game
Half-Life
Category
Unfinished
Included
BSP, RMF/VMF
Created
13 years ago2011-07-10 16:26:59 UTC
Updated
13 years ago2011-07-10 16:33:35 UTC
Views
1710
Downloads
537
Comments
14
Rating
2.00 (1)
full star full star empty star empty star empty star Download (24.45kb)

This is a test render for a portion of a much larger map I hope to create. This section takes place in a desert village.

Be sure to enable mp_allowmonsters 1 for some extra fun!

14 Comments

Commented 13 years ago2011-07-10 16:37:20 UTC Comment #19334
I have nothing against the default Half-Life textures, but i've always hated that wood/plank texture, especially if it's overused like in your map.
Commented 13 years ago2011-07-10 16:42:37 UTC Comment #19335
I'll agree, I wish I had used a better texture. It makes the huts look too blocky, and manufactured.
Commented 13 years ago2011-07-10 17:10:04 UTC Comment #19336
Everything in this map is pretty blocky.

Thats all I can say.
Commented 13 years ago2011-07-10 19:04:00 UTC Comment #19337
I'm new to this, so cut me some slack haha
Commented 13 years ago2011-07-10 19:10:13 UTC Comment #19338
just accept the criticism and grow from it =] you're doin great
Commented 13 years ago2011-07-10 19:32:55 UTC Comment #19339
Thanks :) I knew this thing was a POS from the start, I just figured putting it up here would give me ideas of some sort.
Commented 13 years ago2011-07-11 02:35:46 UTC Comment #19342
browse the vault for some other interesting maps. it'll definitely give you ideas.
Commented 13 years ago2011-07-11 11:58:09 UTC Comment #19345
I realise that this is unfinished, but here's some various tips you may or may not find helpful. (Note: I'm tired.)

Mapping is all about using your imagination. Always try new ideas. If you think up something cool, see if you can make it. If something doesn't look great, think of how you can improve it.

The first thing the strikes me, as Dimbark said (even if it was kinda blunt and unhelpful), is the blockiness. This is a habit you'll get out of as you map, because not only do players dislike it, but as you get better you'll strive to fix it yourself. No-one can jump into mapping and create a masterpiece. It's all about practice.

Secondly, texturing. Try to vary your texturing as much as is practical. Textures can only repeat so many times before it becomes anti-eye-candy. Don't feel limited by only having a single face. By using multiple brushes, you can use several textures on what would seem to the player to be one face. Got a wide open, single texture grassy area? Think of how to switch it up. Break it up and stick a parking lot in there. Have some crude-looking paths break up the monotony. Whatever may fit in with what you're creating.
It's not just limited to the texture, either. Depending on your texture, you can spruce up a drab looking wall with brushes, too! Have a look: Link One & Link Two

Thirdly, variation in general. When you look at things in the real world, virtually nothing looks the same as anything else. Houses may be taller, paint may be greener, windows could have different designs. Trying to make everything unique in maps is something to aim for. Little differences can set similar areas apart, and prevent players from getting disorientated or getting bored by seeing the same thing over and over.

Hope that helps in one way or another.
Commented 13 years ago2011-07-13 03:53:45 UTC Comment #19349
This man Speaks the Truth
Commented 13 years ago2011-07-14 16:13:51 UTC Comment #19351
I couldn't even start it because gearbox.wad isnt part of the halflife information.
Commented 13 years ago2011-07-14 17:13:21 UTC Comment #19352
Oh yeah, forgot to mention: my version of Hammer is loaded with like 9 different .wad files. Oops.
Commented 13 years ago2011-07-14 22:14:29 UTC Comment #19353
wow that's really nice/informative editorial Scotch, gj! =)

EDIT: says:

WARNING: could not open gearbox.wad

when i try running the map.. i would recommend using Atom's Compilator which you can easily include the wad files you've used. Get it here
Commented 13 years ago2011-07-15 08:18:23 UTC Comment #19354
Wait, did Dimbark rate without even playing it? FFS.
Commented 2 years ago2022-06-27 19:54:35 UTC Comment #104587
Because gearbox.wad and overturn_ads.wad are nowhere to be found, I have replaced the .bsp in the download with a modified version that can be played without them. I left a backup of the original .bsp. It took a few seconds with a hex editor (you replace "valve\gearbox.wad with "valv\halflife.wad" etc. - the folder names don't matter). The map never used any textures from those WADs.

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