My SnarkPit competition entry

Reveal what you have made so far and get feedback on development.

My SnarkPit competition entry

Postby Riven on Sun Sep 30, 2007 7:14 am

It's called the "SnarkPit's Map from Base Competition," where one person uploads a "base" .vmf file for others to work off of and create their own. It is split into rounds, in which the community votes! This is round 3 and the deadline has been postponed due to a lack of time for most (if not all 3 participants, lol).

The rules can be found here. Anyone is welcome to join!

On to the purpose of this post!

The last two winning entries played on the HL2 storyline. It's entitled: "So Much for Freeman." So it makes it easy for the next person to build off the last one knowing how the HL2 universe works without having to rely too heavily on story queues to move the player throughout the level. We're trying to focus more on action. If you want to see the other entries check the last two round links:
-Round 1 post.
-Round 1 results.
-Round 2 post.
-Round 2 results.
-And I've already posted the link to the round 3 post.

Without playing the other entries, could you let me know what you think of these shots?

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At the end of the winning second round map, the player runs into a Combine portal, so it's completely ambiguous as to where he would end up. My idea is that he ends up in a Combine Depot, and that's what these screens reflect.

Are these shots too generic? And does that custom core model & shader look ok?

Thanks for looking, and let me know if you're interested in joining the competition!

P.S. Here are the direct download links to the winning maps for the past two rounds: here!
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Postby Grudge on Sun Sep 30, 2007 9:47 am

I like it. I don't think red lights are to combine though, maybe they should be a flourescent blue to add to the combine feel.

It's looking very nice though gj.
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Postby rb_lestr on Sun Sep 30, 2007 12:27 pm

I don't mind the red lights, it makes some contrast with the average combine blue. You COULD change the lights to a really light blue-ish, like, almost white. Personally i think that would look really cool.
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Postby Grudge on Sun Sep 30, 2007 6:25 pm

As long as they're not red. Red in combine areas, as mentioned in Ep1 commentary, are to show importance and opposite contrast to make an area seem important.

If that is the hallway pointing the all important core you're talking about, then maybe they should stay red. If it's just a general hallway, the whitey blue would work.
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Postby Riven on Mon Oct 01, 2007 7:15 am

Well, the red was a deliberate intention to direct the player to the far end you see. The side that the player spawns looks exactly like the end he has to reach. The sprites themselves actually "scroll" down in one direction in order to help the player not get confused as to which direction he should travel, because he will be dodging oncoming trains from portal to portal, he will be moving from side hall to side hall having to reorient himself after the last train passes; a simple obstacle.

The sprites are red to obviously stand out, and the red lights are a consequence of that. Now the lights themselves are static; I figured it would take too many resources to render on/off lightmaps for 50 lights (representing the sprites) for each side. -And it probably wouldn't allow me to do such a thing anyway. I would argue that the hall is important enough to contain “Combine red” because it does lead to the "all important" core; just indirectly. The hall also represents the first scene of the level, the core as the second.

I suppose I could try some other colors, perhaps a light green, or a yellow?

-Thanks for the crits :D
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