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 Major Banter on Mon Sep 19, 2011 10:19 pm

HERE COMES A DUMP

Got two new lighting schemes. Picky picky.

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Re: The Official Interlopers "Map Pimpage Thread"

Postby Gambini on Tue Sep 20, 2011 12:11 am

very good both of you.

@kanine: that "simple thing" looks more complex than your other project actually.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Black_Stormy on Tue Sep 20, 2011 5:01 am

@mb, second one looks better, more contrasting light values and sharp angles make it look more dramatic. It draws more attention to the railcar too, so I hope that's what you're going for.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby sakna on Wed Sep 21, 2011 2:09 am

Major Banter wrote:Image


did you use brushwork for the tunnel support beams (idk what else to call them) or did you port models?
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Major Banter on Wed Sep 21, 2011 8:33 am

The support beams are a combination of two things.

Firstly, I built the level using nothing but brushes - tunnel braces included. Naturally, this gave me a fucking ridiculous brush/plane count, so I had to bring it down. I dumped a brace into a separate file and used Propper on it. Because Propper can't handle hollow things such as this when it comes to collision (and using arches would double the model count) I just disabled collisions and shadows on it when I imported it back to Hammer and used blocklight where I had to.

Easy.

The brace support beams running along the tunnel are just func_detailed brushes.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby stoopdapoop on Wed Sep 21, 2011 9:32 am

is there a reason you aren't using -staticproppolys?
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Major Banter on Wed Sep 21, 2011 10:48 am

Compile times.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Smurftyours on Wed Sep 21, 2011 8:28 pm

Can we get a screenshot without the brightness tweaks? Its hard to really get the feel of something when its edited.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Major Banter on Wed Sep 21, 2011 8:56 pm

The issue is that everyone has different monitor settings - I crank everything's contrast up because I like MOAR COLOUR, so things appear darker than usual on my screen. Other people have it stupidly bright, others stupidly dark.

Best to play it safe and simply brighten it up a bit. Trust me, it's a tweak for screenie purposes. If you want a feel for it, you have to play it.

Final version will probably get a darkness slider. Dark's important, and I know how to use it properly, rather than having a typical 'dark is scary' thing going on.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Teh Frog on Wed Sep 21, 2011 9:40 pm

Just finished this:
viewtopic.php?f=3&t=35329

Otherwise am working on salvaging a 3 map mod I lost along with my HDD. I saved the first map. Other than that, nothing. :/
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Ark11 on Sat Sep 24, 2011 3:02 am

Just been working on a Portal 2 SP map, constructive crits please?
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Imo, I think the areas in the first to pictures are too bright and the fog is a bit too strong in the 3rd picture. What do you think? And those crate things in the 3rd picture are place holders for now so don't worry about them.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Smurftyours on Sat Sep 24, 2011 4:27 am

Banter I think your gasmask would look better with something like this.
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Huge thanks to Gary for quickly getting me the needed code edits to do this. Also the glass texture could probably use some work.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby TicTac on Sat Sep 24, 2011 7:10 pm

I feel like noise on the glass should be larger. More like a wavy, gentle distortion than this high-frequency stuff
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Ark11 on Sat Sep 24, 2011 7:31 pm

I think you should change the lens so that they only refract around the edges where they meet the rest of the binoculars, and the rest should not refract and only seem dirty.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby joe_rogers_11155 on Sun Sep 25, 2011 4:06 am

there should not be a large black area around the players vision. i think what banter has is pretty much perfect because when you actually wear a mask like that (one from Metro 2033 has no eye sockets, just a large clear plastic face cover, your field of vision is actually pretty high. if i was going to criticize banter's mock-up in the image he presented, it would be that the visor should not be iced over so heavily when underground unless there is a damn good reason (like meeting a ghost).
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