A Call To Arms Created 17 years ago2006-12-30 14:36:27 UTC by rowleybob rowleybob

Created 17 years ago2006-12-30 14:36:27 UTC by rowleybob rowleybob

Posted 17 years ago2006-12-30 14:36:27 UTC Post #207940
k. imo, i think TWHL's members-me very much included--would benefit from some minicompos reflecting some other aspects of mapping. In order of importance imo:

?Texturing
?Layouts
?Modeling
?Lighting
?Spriting maybe?
?Custom Sounds
?Misc Special effects

If you feel like your very strong in one of these areas--or one I've left out--and have the time, please consider it!

That's all. Carry on then! :)
Posted 17 years ago2006-12-30 15:03:34 UTC Post #207948
Modelling more important than lighting?

:o
Posted 17 years ago2006-12-30 15:09:54 UTC Post #207952
Not really, but I think most people have a good handle on lighting and/or it's not that hard to figure out imo.

So I guess I'm saying in general modeling compos would be more beneficial than a lighting one--I think... :P
Posted 17 years ago2006-12-30 15:13:13 UTC Post #207954
Maybe, but I'm pretty sure I'd rather play a wonderfully lit map with a couple iffy models, than a map with great models but horrible lighting. Lighting has the most impact on the feel and atmosphere of any map.
Posted 17 years ago2006-12-30 15:25:22 UTC Post #207955
What about complex entity-setups?
Madcow MadcowSpy zappin my udder
Posted 17 years ago2006-12-30 15:27:06 UTC Post #207956
"Misc special effects" sounds nice. Yesterday I managed to create a good looking water ripple effect using scroll textures with this method >> http://img91.imageshack.us/img91/7947/pikjf5.jpg !
Posted 17 years ago2006-12-30 15:33:50 UTC Post #207959
Upload it to the vault! damnit!
Posted 17 years ago2006-12-30 15:38:34 UTC Post #207960
Caboose: I can't argue with that, though I feel lighting in general is pretty simple--if it's too dark lighten it up, but not so much as to have too weak contrast between the light and shadow for whatever "mood" you're trying to set.

Madcow: Definitely. Exotic trains and SlayerA maps come to mind :)

Kasperg: Example map!!!
Posted 17 years ago2006-12-30 18:58:55 UTC Post #207970
Would we be focusing specificly on the HL1 engine again? Or is this open to both?
Posted 17 years ago2006-12-30 21:18:31 UTC Post #207981
A general atmosphere compo could cover almost all of those. Special effects could have its but lighting, sounds, sprites, texturing, etc could all be in an atmosphere mini compo.
Posted 17 years ago2006-12-31 03:15:48 UTC Post #208011
I think a compo focused on one aspect--as much as possible--, would be most beneficial for that area of mapping, but maybe combine texturing/lighting since they depend on each other so much.

Atmosphere is sort of a broad of a broad term, and's kinda impossible to quantify imo :)
Posted 17 years ago2006-12-31 19:34:40 UTC Post #208080
Here's a video of the ripple effect I mentioned. It's a bit dark though.
http://www.youtube.com/watch?v=gpithv2ET-U
Posted 17 years ago2006-12-31 19:56:32 UTC Post #208082
TeH Sexeh!!!
monster_urby monster_urbyGoldsourcerer
Posted 17 years ago2006-12-31 19:57:46 UTC Post #208084
Cool effect. The texture allignment will give away how its done though.
Posted 17 years ago2007-01-01 08:35:56 UTC Post #208124
Modeling FTW!! :D

Ripple effect looks pretty good Kasperg, though it should proably flow a bit bigger and faster considering the amount and speed of the falling water, also some splash should be show, maby a env_shooter and a few bright bleu sprites?
Posted 17 years ago2007-01-01 09:06:24 UTC Post #208126
complex entities in source PLZ!
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2007-01-01 17:21:44 UTC Post #208152
I can tweak the speed easily. There's acutally a splash sprite, but the video is a bit dark. At least it looks a bit better than the ripples I used in Sandscroll and Molten Gold, those with animated textures.
Posted 17 years ago2007-01-01 17:32:25 UTC Post #208153
Ah, ok then!
Posted 17 years ago2007-01-01 21:37:30 UTC Post #208182
Posted 17 years ago2007-01-01 21:44:48 UTC Post #208186
In terms of the time it takes, lighting is the quickest for me to get the way I like it, though that is not necessarily the same as what as good :)

I just place small, more or less evenly-spaced textlights througout the level, and I rarely have to adjust them after the first time. I find the biggest mistake most people make is making their levels too bright, but I'm sure many would say mine are too dark. I like my levels like I like my women I guess :)

Whatevs... maybe I need to spend more time thinking about my lighting? :/
Posted 17 years ago2007-01-01 21:55:06 UTC Post #208188
Lighting is one of the most important (if not the most) aspects of how good a map looks, in my opinion. If you have great lighting, the texturing and general brushwork doesn't really have to be very special - it'll look amazing anyway.

Look at, for instance, the Nightwatch levels in terms of lighting. It's hardly just "a bunch of texlights spread evenly across a map".

I suck at lighting, myself, but I'm training.
Posted 17 years ago2007-01-01 22:07:01 UTC Post #208192
Posted 17 years ago2007-01-01 22:17:38 UTC Post #208194
Those screens are pretty nice! Thanks for giving me something new to think about :)

edit: If someone would be willing to make some nice mono-textured basemaps, we could have some decent lighting minicompos! Does anyone else think it's a good idea?
Posted 17 years ago2007-01-01 23:16:29 UTC Post #208201
why do they have to be mono-textured?
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-01-01 23:19:41 UTC Post #208202
Posted 17 years ago2007-01-01 23:24:49 UTC Post #208203
I don't suppose they'd have to be for any good reason.

My initial thinking was that it would put the focus more on the lighting than anything else. The thought seems kinda silly now.
Posted 17 years ago2007-01-01 23:40:08 UTC Post #208208
How about genre mapping mini compos? Fantasy, horror, futuristic, etc.
Of course by doing this there's a risk of bias of personal taste but that could be the case with all competitions.
Posted 17 years ago2007-01-02 00:19:06 UTC Post #208218
What about a compo about fireworks :D I got that idea from Dead Meat.
Posted 17 years ago2007-01-02 19:06:15 UTC Post #208336
Well, I for one hope somebody steps up to facilitate some lighting compos. (hopefully someone who's a really good mapper, making them more qualified to judge)

They'd be different, interesting, and fun :)
Posted 17 years ago2007-01-02 19:33:40 UTC Post #208352
Posted 17 years ago2007-01-03 14:16:31 UTC Post #208443
Heh, Orph (and ZL), exactly my thoughts on lighting. There's far more to it than making a level navigateable. :)

A lighting compo sounds good to me. We just collected some article links at the Snarkpit, and I found two interesting reads about lighting: HL Engine lighting tutorial by 3D-Mike and Lighting (example from the book 'The hows and whys of Level Design' by Hourences). Might be helpfull. :)
Posted 17 years ago2007-01-03 14:46:07 UTC Post #208444
This image really emphasizes the need for good lighting, in my opinion. There's only a very minor difference between the 2 shots, yet the right one looks 10 times better (in my opinion).

Nice articles, Cpt. P. An interesting read.
Posted 17 years ago2007-01-03 15:37:07 UTC Post #208448
I wouldn't say one is much better than the other. As a matter of fact, the one on the left could be for a deathmatch map while the darker image on the right could belong to the singleplayer version of the same map.
Things are not always black or white. A type of lighting that looks horrible in one map can be just what another map needs.
Posted 17 years ago2007-01-03 17:58:42 UTC Post #208454
Just because a map is a deathmatch map doesn't mean it has to be too low on contrast and/or uninteresting looking. I would say that the right image is best in many aspects: not only does it look better/more interesting, it also focusses the player on the better-lit floor and ceiling, giving a better sense of direction and allowing players to focus on area's that matter.

However, I do agree no map is the same (hopefully) and that different situations call for different lighting types, but what that article presents are general thumbrules and guidelines to help those that haven't grasped these basics yet. Once you're familiar with the underlying rules, you can decide when it's usefull to cross such a rule. The same goes for vertex manipulation or any other issue: it's a dangerous tool for beginners but usefull once you know how to avoid the trouble it can cause.

At least, that's the way I see it. :)
Posted 17 years ago2007-01-03 18:23:50 UTC Post #208464
The ceiling on the right screenshot looks like ass because point lights were used, though. Texlights with light_spots under the brushes would have looked better than both.
Posted 17 years ago2007-01-03 18:50:25 UTC Post #208469
Yeah , that's how fluorescent lights are supposed to work.

Deathmatch maps don't rely on lighting to offer good gameplay. I consider Crossfire to have uninteresting lighting, yet I find it many times more fun than Rapidcore, for example.
For singleplayer, good lighting is a must since it makes the mood and ambience work.
Posted 17 years ago2007-01-03 19:13:38 UTC Post #208470
That doesn't mean that crossfire wouldn't have benefitted from better lighting however. It just means that interesting or well-thought-out lighting can't be a substitute for a good layout/balance/whatever other factor.
Posted 17 years ago2007-01-03 19:24:40 UTC Post #208471
It's funny. Crossfire is probably the most basic default map for HLDM, and yet its the most popular. Rapidcore, on the other hand, is the most impressive visually, and yet noone ever plays it.
I like rapidcore, it needs more loving.
Posted 17 years ago2007-01-03 21:36:22 UTC Post #208481
Um this is all very interesting, but it would be a infinitely more so if we had an actual lighting compo ;) :pushy:
Posted 17 years ago2007-01-03 21:43:53 UTC Post #208482
lulz change topic....complex entities in source!
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2007-01-03 22:22:17 UTC Post #208487
Like what for example?

(I've not started Source mapping but hope to be soon.)
Posted 17 years ago2007-01-03 22:31:55 UTC Post #208488
Posted 17 years ago2007-01-10 21:01:36 UTC Post #209255
Will no one else host a minicompo? (sobs)

Any of you active Snark Pit guys think anyone over there would be interested in joining/hosting them?
Posted 17 years ago2007-01-10 21:18:45 UTC Post #209260
Posted 17 years ago2007-01-22 01:40:47 UTC Post #210181
That will be cool if you get the minicompos going at Snarkpit. I hope you have a better success in terms of entrants than we've had!

It's funny, whilst many people seem interested and say they'll join, 9 times out of 10 they never do...

Whatevs, let us know when they're up and running... I'm definitely in! :)
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