bmrf work area B-105 Created 18 years ago2005-10-23 08:05:10 UTC by Ansith Ansith

Created 18 years ago2005-10-23 08:05:10 UTC by Ansith Ansith

Posted 18 years ago2005-10-23 08:05:10 UTC Post #143125
Ok im doing a pre-disaster map before i continue with my mini mod, and i need some comments and stuff and i would like to know what would be good to add to it

LINK: http://www.twhl.co.za/mapvault_map.php?id=3469
Posted 18 years ago2005-10-23 08:11:53 UTC Post #143126
Add a lip to your doors, and a trim texture so it looks like they're on the rollers that you hear.
Its not really a problem yet, but your lights and stuff on walls, move them 1 unit away from the ceiling/wall and/or func_wall them.

Looks quite good, a bit too similar to HL1 but its set in Black Mesa, so I know you're a bit stuck with how it looks!
Keep it up!
Posted 18 years ago2005-10-24 02:06:32 UTC Post #143269
Ok thanks, ill fix those in the next update witch will be in about 2 hours i think, ill also add some labs in there, bit more detail and scientists with some scripts
Posted 18 years ago2005-10-24 04:10:51 UTC Post #143276
You got the black mesa feeling there but I still see some minor mistakes. :nervous:

Sometimes your texturing is just awfull.

Take for example that barney, that computer texture stops in the middle of a tv screen or so..

Some minor brushwork mistakes also..

Other wise, nice :)

(Meh, I was to lazy to write a detailed review with screenies now..)
Posted 18 years ago2005-10-24 04:19:29 UTC Post #143280
Yea ive been meaning to change that computer texture in the guard station but havent got around to it, im just working on a fade in now and some text to go with it so its not just strait in, the update should make it look alot better.
Posted 18 years ago2005-10-24 06:59:47 UTC Post #143303
Wallsupports:
User posted image
Just an example. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-10-24 08:06:03 UTC Post #143310
So is this for Source or HL1?
Posted 18 years ago2005-10-24 08:14:44 UTC Post #143311
You don't even recognize that??

Thats HL1. Soh! : :zonked: :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-10-25 02:00:06 UTC Post #143473
oh ok thanks muzzle ill put some of those in
Posted 18 years ago2005-10-25 02:30:37 UTC Post #143474
Good to see that you're back to this mod! :) There is something very annoying about muzzle's wall. Why did you use the gray texture it doesn't fit! : I'll post in some suggestions of mine soon! ;)
Posted 18 years ago2005-10-25 02:36:25 UTC Post #143475
Im using the grey textures for the supports at the moment they kinda look alright but if i find something better
Posted 18 years ago2005-10-25 02:45:46 UTC Post #143476
It's called contrast, Elon. ;P
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2005-10-25 02:47:08 UTC Post #143477
Um and what does everyone think about the lighting in the stroage room is it good or bad?
Posted 18 years ago2005-10-25 02:55:35 UTC Post #143478
I'm not sure if this contrast fits there! : If I would see a screeni with lightning then I could tell. :tired:
Posted 18 years ago2005-10-25 02:59:13 UTC Post #143479
Heres how it looks:

User posted image
Posted 18 years ago2005-10-25 03:46:23 UTC Post #143481
Uhh, thats something different. (?)
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-10-25 03:54:40 UTC Post #143485
Huh it is? isent the storage area in there? second hallway
Posted 18 years ago2005-10-25 04:10:43 UTC Post #143490
What about those green panel textures?
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-10-25 04:21:45 UTC Post #143492
Yea but theres a little storage room in the map
Posted 18 years ago2005-10-25 04:48:32 UTC Post #143495
Well, its deffinatly Black Mesa, a few things I noticed;

Some textures around some signs and posters are corrupt / missing (turning into purple and black checks).

The stairs in the map touch the wall on one side but not the other, a good way to make stairs look good is to make them fit the hole and then adjust them so they are 1 unit smaller on each side, this will cut compile times.

The texturing could use some love. I noticed on some control panles and the large doors (all of them) that the textures are stretched or squashed, try to make the brush so that the texture you are using has equal values in the Texture Apply Tool, Eg 1.00 1.00 or 0.50 0.50. this will make everything look better.

You can talk to the barney behind the glass, if you want the player to talk to him thats fine but if you dont I suggest you move him back as the player can "use" him through the glass.

Looks good, your deffinatly comming allong, keep it up.
Posted 18 years ago2005-10-25 06:35:25 UTC Post #143530
For a storage room, red light is bad. Would you use red lights in a storage room that you store your tools in? No, it makes some things hard to see. You'd better put in some yellowish or white light.

Red lights are more meant for alarm installations and such stuff. Not really your average light color for daily use... ;)
Posted 18 years ago2005-10-25 08:25:26 UTC Post #143570
Red lights are for alarms and making places look cool! :) I'm making my scanner in my compo entery emmit red/orange light!
Posted 18 years ago2005-10-25 21:56:14 UTC Post #143752
First I'd like to say this: Great map!

Everyone pretty much addressed most of the issues with your map so far, but I just have a couple atmosphere suggestions:

1. Try putting the security guard and whatnot at the beginning, because it feels as if you're walking into a secure area of BMRF after you've gotten off the tram. Or at least have the player start from the other end of the map.

2. To me, the storage room seemed a little out of place, especially with that red lighting. Change the red to white and the floor to something less metallic.

3. Add the ability for the player to enter one or two of the offices at the beginning of the map, maybe making the scientist inside say something along the lines of "Go away, Freeman! Can't you see I'm working?"

4. Also, the section seemed far too short, unless the door behind the player in the beginning chamber leads to more of Section B-105.

But hey, it's your map. Do whatever you want. Just fix those texture errors and the blurry textures. One more thing, though, when the player gets close to one of the walls with a lot of decor on it, they can hear computer sounds. These seem out of place unless you have a large computer terminal there.
Posted 18 years ago2005-10-26 02:05:50 UTC Post #143761
hmmm yes i agree, I'm going to change those things , And yes it will be expanded but not on the doors thats there at the moment it will be the other side where the front desk finda thing is because if you had noticed the lab that you came from was lab B-104 and the sign on that door was lab B-106 so on the other side will be the entrance to lab B-105,i will put some valid items in the storage to go with the these mabye some lab tools and things to replace to boxes but it will take time to get some or make them.

EDIT: Um and could someone tell me what star rating they would give it so far because no one has
Posted 18 years ago2005-10-26 11:34:18 UTC Post #143820
Just a note: If you go up to the glass where the barney is and press USE, he offers you a beer. Maybe move him a little farther.
Posted 18 years ago2005-10-26 15:43:19 UTC Post #143858
That's already been addressed, Fragmeister.
Posted 18 years ago2005-10-27 02:02:02 UTC Post #143908
Yea i have moved him you'll see in the next update
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