The Official Interlopers "Map Pimpage Thread"

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

Postby wiggle987 on Fri Jun 03, 2005 1:35 pm

Looks good Jonny :smt028
Image
User avatar
wiggle987
Veteran
Veteran
 
Joined: Mon Nov 22, 2004 8:54 pm
Location: O RLY?

Postby matteh on Tue Jun 07, 2005 2:14 pm

Basic brushwork, sans props.
Image
User avatar
matteh
Sir Post-a-lot
Sir Post-a-lot
 
Joined: Sun Apr 03, 2005 11:49 am
Location: Dr. Bastards lab

Postby Mido on Sat Jun 11, 2005 5:47 am

Jonny, middle-eastern houses normally don't have trims that bold. Just thought I would mention.
Off Limits | Mapper.

http://www.off-limits.be
User avatar
Mido
Dumpling
Dumpling
 
Joined: Sun May 29, 2005 11:48 pm

Postby Spartan on Sat Jun 11, 2005 5:53 am

Mido's right. Look up some pictures on Google for reference. Or take a look at the two dust maps for CSS.
Spartan
Veteran
Veteran
 
Joined: Sat Oct 09, 2004 2:58 pm

Postby tarrryan on Mon Jun 20, 2005 8:32 pm

that piller thing in the background between the 2 buildings looks too blocky, maybe try changeing it for something diffrent
tarrryan
Been Here A While
Been Here A While
 
Joined: Tue Apr 12, 2005 6:24 pm

Postby Spas12 on Mon Jun 20, 2005 8:45 pm

Looks good. could use some more props and decals. But like always don't everdue it. change the skybox, also it needs more rops attached to building to building. looks good though. :smt023
Past Treyarch Level Designer

Portfolio
Spas12
Veteran
Veteran
 
Joined: Thu Mar 31, 2005 3:21 pm
Location: trapped in level-design factory, send help

Postby Someth|ng W|cked on Mon Jun 20, 2005 9:00 pm

Ok, 6 pages and only like 5 maps being pimped . . .
User avatar
Someth|ng W|cked
Regular
Regular
 
Joined: Thu Mar 24, 2005 7:48 am

Postby Spas12 on Mon Jun 20, 2005 9:25 pm

this thread isnt just for advertising maps its for getting feedback and suggestions. Every map could usa a little somehting from eevrybody. Thats why there are more posts then maps, they are all being judged and "pimped up"
Past Treyarch Level Designer

Portfolio
Spas12
Veteran
Veteran
 
Joined: Thu Mar 31, 2005 3:21 pm
Location: trapped in level-design factory, send help

Postby im.thatoneguy on Fri Jun 24, 2005 11:50 am

Ok you've practically taught me how to use Hammer over the last couple of weeks, so I suppose it's only fair I prostate my project before the critical eye of Interlopers forum.

Obviously the purple represents parts I haven't modeled yet or decided on yet. I like to leave it purple so that my eyes scream "FIX ME". A little self shame can go along ways towards productivity. Glass needs alot of works... mostly it needs to use the env_cubemap sitting right next to it... bah.. long story. And then there is the long long long long long task of texturing the books in the near future. GAh....

Ok.. enough rambling... in case you can' tell from the screenshots, this is a remake of (to me) beloved HL DM map: Turkey Burgers. Now in source, I've affectionately called it BocaBurgers after the fat free vegeburgers. "Now lighter and healthier".

Oh yeah, and MMs are going to either come out of a bag, or start in the cup or a candy machine or something, I would be interested in some ideas on how to get the candy into the level in a rationalized way.

I'm not dead set on anything, except starting over completely, and probably at this point have the abilities and resources to do just about anything that sounds cool, so I would really like some fresh ideas.

Image

Image
Image

Image

Image[/img]
User avatar
im.thatoneguy
Regular
Regular
 
Joined: Mon Jun 06, 2005 5:14 am

Postby Spas12 on Fri Jun 24, 2005 2:10 pm

Im still wondering how the hell rat maps are made. :shock:
Past Treyarch Level Designer

Portfolio
Spas12
Veteran
Veteran
 
Joined: Thu Mar 31, 2005 3:21 pm
Location: trapped in level-design factory, send help

Postby wiggle987 on Fri Jun 24, 2005 2:28 pm

Best Rats map I've seen so far, although the walls look a little featureless, it's shaping up very nicely. :)
Image
User avatar
wiggle987
Veteran
Veteran
 
Joined: Mon Nov 22, 2004 8:54 pm
Location: O RLY?

Postby Spartan on Fri Jun 24, 2005 5:09 pm

Ahhhh yes. Finally a rats map that looks worth playing. Try making the wall different though. The room looks too dirty. I like it so far though.
Spartan
Veteran
Veteran
 
Joined: Sat Oct 09, 2004 2:58 pm

Postby DarkMortar on Fri Jun 24, 2005 10:01 pm

im not exactly sure how rat maps are made but this is my guess.

They make larger brushes, and they just scale the texture to be bigger? But I not sure how they make the lighting so wide, and it LOOKS LIKE U HAVE SOME SCALED MODELS?> how
Image
DarkMortar wrote:If you copied and pasted this in notepad, you may be a nerd. If you just highlighted this, you may be intelligent. If you read this like it is, you may become blind.
User avatar
DarkMortar
Senior Member
Senior Member
 
Joined: Wed Feb 09, 2005 12:19 am
Location: California, US.

Postby showNOmercy on Fri Jun 24, 2005 10:28 pm

Spas12 wrote:Im still wondering how the hell rat maps are made. :shock:


Build a room to scale then figure out how large you want the room to appear and select it all and scale it. Quite simple actually. Everything in the map will mostly have to be brush based seeings how the models in HL2 are not scalable.
Jest@ wrote:disclaimer: i've never played WoW so i dunno if it's crap or not, but it is a time-wasting life-sucker fo' shizzle
User avatar
showNOmercy
Pheropod
Pheropod
 
Joined: Thu Apr 21, 2005 10:15 pm
Location: Pissing in someones Wheaties!

Postby im.thatoneguy on Fri Jun 24, 2005 11:06 pm

I just think of it as a very very big room. My scale is 13x so as long as you are consistant, you can pretty much do fairly simple math to build big walls etc. Alot of the stuff has to be done using brushes. However you *CAN* scale models, it just takes a long time so you need to be sure you want it. For instance I opted out of having to actually model a new couch, so I just scaled a prop, and that turned out pretty well.

The real trick is finding and using textures that can be used individually on a very large scale without looking really low res. The gamepla issues I've had to strugle with most are making it big, but also navigatable, but not just arbitrarily navitable. I like to try and make as much 'terrain' something that could concievably be there as possible.

But yeah pretty much you just map it like you would map a colloseum, trying to keep a consistant scale in mind. The build it normal and then scale it up doesn't work. You need to keep gameplay in mind when you build it, so if you're building a map tiny, the most important phase, the rough draft would be unplayable. I started with just 2 outer rooms, necessary navigatable terrain and orange block for couch desk and table. As soon as the navigation was good I started detailing the main routes adding 'props' etc.
User avatar
im.thatoneguy
Regular
Regular
 
Joined: Mon Jun 06, 2005 5:14 am
PreviousNext

Return to Under Construction

Who is online

Users browsing this forum: No registered users

cron