The Official Interlopers "Map Pimpage Thread"

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

Re: The Official Interlopers "Map Pimpage Thread"

Postby [KIRBY] on Mon Apr 28, 2014 11:10 pm

alright some feedback for you, add scarting boards or something at walls, and also consider cutting edges on corners so hammer can smooth them, strong light that you have makes things look very blocky
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Racktash on Tue Apr 29, 2014 8:48 am

Thanks for the feedback, I've been working at the map the last week and definitely needed a fresh set of eyes.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Ciirulean on Sun May 04, 2014 12:02 am

My first attempt at making a map for Deathmatch. Though not at all a serious project.

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Re: The Official Interlopers "Map Pimpage Thread"

Postby amckern on Sun May 04, 2014 2:23 am

Simple. Break up the wood walls a bit more (maybe with props)
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Riomaki on Tue May 06, 2014 11:07 pm

Racktash wrote:Thanks for the feedback, I've been working at the map the last week and definitely needed a fresh set of eyes.


Between the brick walls and the colorful floor tiles, that hallway has a garish 1970s university look to it, if that makes any sense. I kind of like it. :D
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Racktash on Thu May 08, 2014 9:53 pm

Riomaki wrote:
Racktash wrote:Thanks for the feedback, I've been working at the map the last week and definitely needed a fresh set of eyes.


Between the brick walls and the colorful floor tiles, that hallway has a garish 1970s university look to it, if that makes any sense. I kind of like it. :D


Interesting you should mention it, the area is called the 'Lunar Academy' - and is the university-portion of a space colony. :D A few more of the offices for the department...

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Both, also, work in progress. Pretend that the ceiling light in Picture 1 is actually off. :D
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Re: The Official Interlopers "Map Pimpage Thread"

Postby DrAddicted on Fri Jul 04, 2014 6:55 am

Are you planning your own office or is it for a game? :D I see that your FPS are pretty low in the last shot, but you might just want to know how it looks. I think it looks good, but you should add something to break it up, small, potted plants and stuff. Or some professionell black and white or blue-ish photographs. The way your furniture looks is good, very simple but good! Is it the Portal 2 or CS:GO engine?

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I tried to build some prefabs for levels. I'm scared that those are overdetailed with all the trusses. I used a couple of referentshots from industrial stairs like this one: http://www.revitcity.com/object_docs/10063.jpg and that one: http://www.storplan.co.uk/wp-content/uploads/2013/11/42-767x1024.jpg

And in the end the stairs look like this:

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All the textures are HL2EP2 textures. For example the handrails; yellow: "metal/bunker_metalwall03a" green: "metalwall061h"
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Les_Grossman on Fri Jul 04, 2014 9:58 am

You can always use Propper to turn them into models.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby DrAddicted on Fri Jul 04, 2014 11:23 am

Oh, I know that and I think I'm going to do that! My actual question was; Does it feel/look right for Half-Life 2? I mean, a lot of stuff in Half-Life 2 is not That detailed.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby ominous22 on Fri Jul 04, 2014 12:44 pm

I like them a lot. If your maps can have more things as detailed as that, I don't see a problem with them being more detailed that Half Life 2!
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Re: The Official Interlopers "Map Pimpage Thread"

Postby joe_rogers_11155 on Fri Jul 04, 2014 4:16 pm

the stairs look just fine but you should be concerned about engine limits. when i started building stairs out of brushes i eventually reached a point where it was too many tiny brushes in the player's view at once, crashing the game to desktop. if you can get propper working, definitely do that.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby jgoodroad on Sat Jul 12, 2014 7:16 am

Could use some feedback on this.

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Re: The Official Interlopers "Map Pimpage Thread"

Postby Major Banter on Sat Jul 12, 2014 8:54 am

Hah, NMRiH. I'd recognise those barely-in-frame hands anywhere.

The thing I can immediately say is while your texture work is good, that building still looks flat. Even in a multiplayer map you need to expend some brushes or models to give buildings some depth. The windows are the place to do it - add some extruding windowframes, a windowsill - consider having one of the windows broken open and the inside covered by a tools_black textured brush - anything to add a sense that the house isn't just a big square block.

Also don't be afraid of a little vegetation to make a scene 'pop'.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby jgoodroad on Sat Jul 12, 2014 5:53 pm

Major Banter wrote:Hah, NMRiH. I'd recognise those barely-in-frame hands anywhere.

The thing I can immediately say is while your texture work is good, that building still looks flat. Even in a multiplayer map you need to expend some brushes or models to give buildings some depth. The windows are the place to do it - add some extruding windowframes, a windowsill - consider having one of the windows broken open and the inside covered by a tools_black textured brush - anything to add a sense that the house isn't just a big square block.

Also don't be afraid of a little vegetation to make a scene 'pop'.


Yeah, looking at it now, It does look really flat. I'll get right on that. Thanks.

I don't know what to do about the vegetation though, other than slapping some ivy all up on that.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby joe_rogers_11155 on Sat Jul 12, 2014 11:07 pm

a tree or two to take up some of the sky would help.
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