Journal #8431

Posted 9 years ago2014-09-11 20:05:36 UTC
RollingBarrel RollingBarrellearning in progress
Hello!
Today I figured out how to embed screenshots/photos, thanks to Rufee!
So: Here's a few shots of my to-be mod;
User posted image
User posted image
User posted image
I'm trying to get my grave stones to look more scattered and old- also any help making decals for an old worn out gravestone-look would be nice. I'm not great at making textures- I tend to be more of a mapper who relies on pre-made textures.

So... This is supposed to be part of my mod, called The Village. I have absolutely NO idea of storyline at the moment, but I find concentrating on the small details in maps bit-by-bit is a good way to start.

The church itself is probably going to be a part of the story; The eerie
graveyard, etc. I also may find a way of implementing changing from day-to-night; by changing brightness and sky etc on a timer or something.

Feedback Appreciated!

In other news...
I have to decide what to do for work experience week at some point, preferably before Christmas. Should I work in a shop, a library, at a center of something-or-other, or what?

What did you do (Or might do?) for work experience week?

12 Comments

Commented 9 years ago2014-09-12 00:41:57 UTC Comment #67560
Beautiful work. Next time post in forums, the WIP thread or your own, cuz a journal will soon go down the swamp. Great atmosphere, real creepy! I wish those candles would emit a more reddish color, like the flames are.

I could donate this to you, though it's very messy and would require some fixing:

https://imagizer.imageshack.us/v2/1043x864q90/538/tAL0OS.jpg
Commented 9 years ago2014-09-12 01:33:56 UTC Comment #67563
I think it's a bit dark. Are all of these default textures?

And like Bruce said, the candles need a bit of a redder light. Try orange for a closer colour.
Commented 9 years ago2014-09-12 10:14:02 UTC Comment #67564
Not bad for a start!

Some suggestions though:
  • The light_environment color should be changed to a darker one (a blueish-black one.) And change the brightness (the last set of numbers in the entity) to 2/3, so it'll look more like night time; then to make people see where they're going, just play a bit with light entities.
  • I would recommend to change the default Half-Life textures to custom ones (HL textures are too old and small). You can search for textures on www.cgtextures.com.
  • Small particles should be made as models instead of brushes (candles, ropes, etc...) If you don't know how to make models, I would recommend "17's Buddies" website, they have a list of 4389 models with categories for every type of model. Here's the direct link: http://www.17buddies.net/17b2/Models.html
  • If you encounter problems in your mapping experience, try to draw a sketch on the good old piece of paper and a pencil. It helps a lot. ;)
Good luck!
Commented 9 years ago2014-09-12 13:46:15 UTC Comment #67558
I suggest http://twhl.info/tutorial.php?id=50
This map wouldn't need much of that, but even just large low variations would be a lot easier on the eyes.
Also, the cracks on the side look... wrong. I'm not sure precisely why. Prehaps just doesn't look like very brick-y cracks.

Oh, and I've never heard of a work experience week.
Commented 9 years ago2014-09-12 14:32:46 UTC Comment #67566
Nooo! I lost all the stuff I just typed out for you guys! Curse you, Google Chrome!
Anyways... in short, thanks for the feedback!
Summary:
-Work on lighting details i.e candles and outside.
-Find some new textures (Or make some... maybe...)
-Swap certain brushes for models
-Possibly gently change the terrain
-Tell Jessie what a work experience week is.

Also thanks for feedback + offer Bruce, but I think I'll concentrate on improvement and getting the basic map planned out fully before adding hearses and stuff. mind you, that lamp-post has given me an idea- Street lighting!

Jessie: A work experience week is something schools in England get year 10 pupils to do so we know what to expect after school and know how to get a job too. We basically choose somewhere and work there for a week, e.g a shop.

Alberto: Your tips are a great help! I'll probs sort out textures and models once I've got my basic map completed.

Also DiscoStu: I agree about the candles; as for lighting I think it's actually light enough, but needs some strategic light entity placing to create a better atmoshpere.

So! Cheers again guys! I'll continue this on the forums after I return from the realms of 75% off Skyrim on Steam! But if you want to answer anything related to this stuff, please post here until I make an "Official" thread. Thankyou :D
Commented 9 years ago2014-09-12 16:13:21 UTC Comment #67556
I remember my work experience. Christ I was bored that week.
Commented 9 years ago2014-09-12 18:00:38 UTC Comment #67561
I disagree with Alberto309, I advice you not to use models for some time and craft things out of brushes, and stick with default textures, both of which you're doing great. The wooden ceiling of the chapel needs some texture alignment though.
Commented 9 years ago2014-09-12 22:18:38 UTC Comment #67557
Nice work. I'd slightly recommend not using this kind of brushwork though:
User posted image
I'd go for an alpha texture or regular texture. It's going to be an open map so r speed optimization might be worthwhile.
Commented 9 years ago2014-09-13 00:25:22 UTC Comment #67562
I recommend using that kind of brushwork. Not that expensive and looks great.
Commented 9 years ago2014-09-13 01:19:40 UTC Comment #67559
Yeah, unless it's complex as balls or actually slowing things down, I wouldn't worry about that.
Commented 9 years ago2014-09-13 11:47:51 UTC Comment #67567
I'll sort out custom textures and models later. For now I'm just concentrating on brushwork (Mostly) which I will replace if need be once I've completed other stuff. Thanks for the feedback guys- It's appreciated!
Commented 9 years ago2014-09-16 23:04:58 UTC Comment #67565
I'm just happy to see people are still mapping goldsrc!

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