Ironically not for the planetphillip competiton
It is currently Thu May 23, 2013 12:40 am










CrazyMan wrote:Well,i have a trainstation map,its far from finished.Got some pics here.If you have any suggestions,feel free to reply.
Note:In the first picture you see a combine food supplier.I made that food supplier a health charger,I just placed the health charger underneath the model and it worked.







MayheM wrote:@Paulmega, if I can make one quick point of advice. Mitre your corners. It will look a lot cleaner...
Like this

Daz wrote:CrazyMan wrote:Well,i have a trainstation map,its far from finished.Got some pics here.If you have any suggestions,feel free to reply.
Note:In the first picture you see a combine food supplier.I made that food supplier a health charger,I just placed the health charger underneath the model and it worked.
As mentioned previously, work on your texture choices here. Very, very rarely do you want to use the same texture for both the floor and walls in the same room, it looks very unnatural.
Try raising the ceilings another 128-256 units, or perhaps even more. Generally indoor spaces have a lot of extra head room, this space also gives you room to add interesting details that won't get in the players way. The low ceilings in your shots look very cramped and ugly.
The lighting is very uniform and flat. Raising the ceilings will help with this somewhat, but as Joe mentioned try using light_spot instead of light for the light fixtures to give a more directed and realistic look to the lamps.
The long hallway needs something to break up the long walls, it is very dull right now. Typically a hallway this long in somewhere like a train station will have various T-junctions and waiting areas for passengers. Perhaps a second corridor running parallel would work nicely here also.
It looks like you are trying to add a lot of detail to your level as you build it, with little pre-planning. be very wary of mapping in this way as it can lead to a lot of wasted time and effort when you have to change large parts of the map because a gameplay element isn't working. It may seem dull but boxing out the playable space first using the orange "dev" textures will help immensely in the long run.


















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