Progress on project Created 10 years ago2010-03-16 18:35:41 UTC by The Alien The Alien

Created 10 years ago2010-03-16 18:35:41 UTC by The Alien The Alien

Posted 10 years ago2010-03-16 18:35:41 UTC Post #279761
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I, with out a doubt, will eventually turn this into something. I pored more detail into this small map already than I normally do. This IS still a WIP so its not completely finished, I want to know what you guys think.
Posted 10 years ago2010-03-16 22:57:50 UTC Post #279770
It's a bit blocky maybe. Personally, I'd try narrowing or widening the hallway in the second screenshot by 32, so the ceiling texture joins the walls symetrically.
Posted 10 years ago2010-03-16 23:42:58 UTC Post #279772
I see watch you mean, I never noticed the bad texture alignment before >.> but in response to your first answer, why without basic geometric shapes like the square, who knows what we could have come up with for shapes...
Posted 10 years ago2010-03-16 23:51:58 UTC Post #279774
The texture alignment was just an idea, it's not necessarily bad alignment. You could also shift the texture 16 units to the left or right (if the map allows it) and it'd be symmetrical too.

The blocky part is only my point of view. I can't say much, though, my maps are a bit blocky sometimes too.
Posted 10 years ago2010-03-17 02:27:12 UTC Post #279779
I agree with Stu. It's too blocky. Try adding more details, like trims and so on. Also, the handrails look really weird there. If you want the handrails to be a brush, then perhaps make it a little thinner, say 2px.
Posted 10 years ago2010-03-17 02:43:47 UTC Post #279780
Trims can make a hollow cube look good.
Put some along the walls and ceiling and you'll be astonished at how better it looks.
Posted 10 years ago2010-03-17 08:15:53 UTC Post #279783
And with trims, they don't even have to be square- vm/clip one to look like this against the wall:
\
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JeffMOD JeffMODCall 141.12
Posted 10 years ago2010-03-17 17:33:16 UTC Post #279784
Along the long hallway, make some interesting supports (columns) to break up the space visually. The lighting can also break up the space so it doesn't look monotonous.
satchmo satchmoWhat you can do today should have been done yesterday.
Posted 10 years ago2010-03-19 23:36:05 UTC Post #279838
Sorry it took so long to reply back, I added and changed the things satchmo said.

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Oh, I didnt show you this room now did I?

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The basic layout of the first map is done, now I just need to detail the living piss out of it then place some nice ents.
Posted 10 years ago2010-03-20 00:57:56 UTC Post #279839
Definitely has improved.

What are the pink blocks?
Posted 10 years ago2010-03-20 01:26:19 UTC Post #279841
Ohhh, those are the info_player_starts I have placed through out the map, I use them for a good size comparison on how tall and wide I need to make my things.
Posted 10 years ago2010-03-20 13:20:22 UTC Post #279845
Ah, ok. Mine are green.
Posted 10 years ago2010-03-20 16:46:02 UTC Post #279846
So are mine- But maybe he switched the colour of his playerstarts and monsters.
JeffMOD JeffMODCall 141.12
Posted 10 years ago2010-03-21 00:08:06 UTC Post #279855
I didnt know you could do that o.O
Posted 10 years ago2010-03-21 00:58:36 UTC Post #279856
Then maybe you're using a different FGD than the rest of us.
Posted 10 years ago2010-03-21 10:48:00 UTC Post #279860
Or a different version of Hammer (I'm using 3.5 and mine are green).
Oskar Potatis Oskar PotatisIt's never too late to give up. Happily lazy
Posted 10 years ago2010-03-21 10:57:25 UTC Post #279861
Entity colors are defined in the fgd, not in Hammer, so it does'nt matter which version of Hammer he's using.

Player start locations are green by default so yeah, he's probably using a modified fgd file.
The Mad Carrot The Mad CarrotMad Carrot
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