dm_docks-of-Antwerp

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dm_docks-of-Antwerp

Postby LtShaq on Tue Apr 05, 2005 2:58 pm

Game : Half Life 2 : DeathMatch

Map : dm_docks-of-Antwerp



still working on it though.

the only thing that screwed up is the alarm, there 3 buttons in the buidling near brigde, 2 left are for bridge, the right 1 is for the alarm but i cant get it right, i can turn it on but not off :?

as yes i need to add light in the buidling were the train is going trough plus am gonna add a neat background soon.

for a beta

http://users.telenet.be/LtShaq/Transit/haven11.zip

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Postby Dead-Inside on Tue Apr 05, 2005 3:10 pm

It's pretty horrible right now.

Lighting needs work. (akilling.org has some good tuts on that)

Add displacements.

Fix that smoke. It looks like an exhaust of a fire even though it's a ...ventilation... exhaust.

Your texturing needs work, espc. on the buildings. At least center them, that's the least you could do.


I've never seen open "buildings" with that thick walls either, have you? (Also concider fixing their geometry so that they look like real warehouses, as I think that's what you're after? Look a bit at cs_compound if you want some warehouse inspriation in Source)

Add some cubemaps while you're at it, espc. to the water, it looks... shitty right now. Did you use cheap water?

Flatten your walls on your little shed (Somewhere in the middle pics). Flatten the walls A LOT.

The bridge, althought pretty original, needs character. You should look at real bridges and take some inspiration.

Those containers look like they could be fun :)

Good luck and I hope I helped :)
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Postby seppe on Tue Apr 05, 2005 4:47 pm

sry dont like it :(
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Postby Dead-Inside on Tue Apr 05, 2005 5:39 pm

seppe wrote:sry dont like it :(


Tell him why not and how to improve. It's in "Under construction", he didn't exactly say it was a final release.
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Postby Deadman on Tue Apr 05, 2005 9:06 pm

as dead-inside said, Vvis and Vrad are your friends
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Postby Cr4ig on Tue Apr 05, 2005 9:20 pm

Your map just comes randomly to an end and there is just sky, try experimenting with environment to make it blocked by something else.
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Postby LtShaq on Tue Apr 05, 2005 9:24 pm

Dead-Inside wrote:It's pretty horrible right now.

Lighting needs work. (akilling.org has some good tuts on that)

Add displacements.

Fix that smoke. It looks like an exhaust of a fire even though it's a ...ventilation... exhaust.

Your texturing needs work, espc. on the buildings. At least center them, that's the least you could do.


I've never seen open "buildings" with that thick walls either, have you? (Also concider fixing their geometry so that they look like real warehouses, as I think that's what you're after? Look a bit at cs_compound if you want some warehouse inspriation in Source)

Add some cubemaps while you're at it, espc. to the water, it looks... shitty right now. Did you use cheap water?

Flatten your walls on your little shed (Somewhere in the middle pics). Flatten the walls A LOT.

The bridge, althought pretty original, needs character. You should look at real bridges and take some inspiration.



1) am was planning anyway to fix lights.
2) the smoke will be fixed, it was to test it :)
3) my texturing could use some help yes, always got problems to find the right ones that looks good
4) thick? atleast they resist a quake :-D
5) what u mean by cheap water? first water i could see trough bottom, now i cant wich is good, also in the water it is supposed u cant see shit :)
6) yeah bridge need work, am going to the docks tommorow and take alot of pics, it was a quick model i builded to try it out


Cr4ig wrote:Your map just comes randomly to an end and there is just sky, try experimenting with environment to make it blocked by something else.


well what i want to try is, take real pictures and resize them and put those at background.

thank u very much for all your help :-)
now i know what needs to be better :-)
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Postby Spas12 on Tue Apr 05, 2005 9:27 pm

eh... Ive seen better. First map? looks a little plain and could add some foliage. put some rocks in the water and some boueys too. fix the lighting and the skybox. could add some windows in the buildings and please please change the water texture, ugly as hell. BTW: deos that drawbridge in pic 10 go up and down? :wink:
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Postby LtShaq on Tue Apr 05, 2005 10:22 pm

Spas12 wrote:eh... Ive seen better. First map? looks a little plain and could add some foliage. put some rocks in the water and some boueys too. fix the lighting and the skybox. could add some windows in the buildings and please please change the water texture, ugly as hell. BTW: deos that drawbridge in pic 10 go up and down? :wink:


yes the bridge goes up and down, so are the .... erm "arms" (those long arms that blocks the road when a train is coming...sry my native is dutch)

its not my first map, but first decent map i try in HL2:DM .

a little plain and could add some foliage


what u mean by that?
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Postby Spartan on Tue Apr 05, 2005 10:31 pm

So is this an old April Fools joke or a test map?
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Postby LtShaq on Tue Apr 05, 2005 11:06 pm

Spartan 34 wrote:So is this an old April Fools joke or a test map?


so far its still UNDER CONTRUCTION

its just some early alpha version i compiled...
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Postby Spartan on Tue Apr 05, 2005 11:15 pm

Ok to get serious now. I can understand it being underconstruction, but don't post a map that is this early in the stage. Atleast post the pics when you get to a point where other people can tell just what it is your making. So far it just looks like a test map for props.
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Postby YokaI on Tue Apr 05, 2005 11:56 pm

well he IS running lad because his lights are taking effect, make your envirement light smaller brightness or something

And texture work is horrid..
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Postby Dead-Inside on Wed Apr 06, 2005 12:41 pm

LtShaq wrote:well what i want to try is, take real pictures and resize them and put those at background.


No, that's a REALLY REALLY bad idea.

First, make your map and make it blocked off by some kind of roadblock or what not.

If you're going to take photos, take some photos of the actual wall materials and turn them into textures (Make sure to take several of the same materials, so you have a lot to choose from)

As far as scenery goes, 3D skybox;
http://www.valve-erc.com/srcsdk/Levels/3d_skyboxes.html

Look at how current CSS/HL2DM maps are built and take inspiration from there too so you're sure what works ingame and what doesn't. You can't get all details in the game even if you want to.
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