First post, but not a first map. :)

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First post, but not a first map. :)

Postby Unstoppable Florence on Mon Jan 18, 2010 12:49 am

Greetings, members of interlopers.net!

I've been mapping for just over a year now, on and off, but have only recently decided that the abominations I call my maps should be allowed into the world to tear out the souls of all who stand witness. I have come to this forum, because to be quite frank, most of you are straight-forward and unflinching in your criticisms of people’s work, which is exactly how it should be.

That said, please try not to maul me if you can help yourselves, I may cry.

Okay, this is NOT a 'hey guys, I just found hammer LOLOLOL' type thread. Everything you see in here took a sodding long time to make, so while none of this is perfect or even at all finished in my eyes, none of this is the product of a lazy man with no ambition. I'm here to learn from people who have been doing this for longer than me, so I will respectfully take on board everything you say. On to the proceedings...

http://www.youtube.com/watch?v=ObVPu5uNxyg&feature=related
An effort in learning how to create engaging gameplay using puzzles/dynamic environments, while presenting it in an immersive, visually interesting space. Or at least that was the intention, disagree if you desire. :D

Oh, ignore the puzzle at the start, its atrocious, sorry.

http://www.youtube.com/watch?v=1KC5dDLb0CI
This video is of an earlier version and goes through the alternate ways the player can deal with the first group of enemies.

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Thank you for visiting! I will upload by current project when its more mature/I figure out how to add images.
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Re: First post, but not a first map. :)

Postby Phott on Mon Jan 18, 2010 1:04 am

I'm going to be honest here.

Seriously, that was impressive, you've got everything set up really good for gameplay. Good job!

What it really lacks is a setting, it's very random at the moment, you start in a room filled with random entities, no windows, no doors leading to other rooms, and this room leads to a long hallway that doesn't make much more sense. Get my point? It's not very realistic and doesn't make much sense.

But I am very impressed that you've managed to get something like this.
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Re: First post, but not a first map. :)

Postby Gary on Mon Jan 18, 2010 1:09 am

Looks good, I like how you have different ways to complete goals. Though I would recommend somehow "removing" the last option you showed(just running up to him and beating him to death). Most players will do that, just because they weren't forced to find another way.

Edit:
Didn't see phott's post, I agree. You could have the play spawn in a air vent above the room, so you fall out it at spawn. Just an idea, I don't know the story of the map, or where it is supposed to take place.
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Re: First post, but not a first map. :)

Postby [JFG]Propaganda on Mon Jan 18, 2010 2:12 am

+1 to what Phott said

What you have is impressive and solid. The only thing I could really pick out is your transition zones are very tight and confined. I mean if nothings happening there I suppose it's not the end of the world but I would open those areas up a bit just to not give the feeling of "ok I am in a tight hall and as soon as I come out of it something will happen".
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Re: First post, but not a first map. :)

Postby jgoodroad on Mon Jan 18, 2010 2:44 am

holy shit it's YOU!

-demoneyeoffire-
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Re: First post, but not a first map. :)

Postby Pwnd_Ja on Mon Jan 18, 2010 5:39 am

Very nice.

Just to add on to what others have said, realism is a big part in mapping. Some things that caught my eye:
The ladder after you baked the combine with steam... What was it doing there? It was clearly to get from 1st/2nd/3rd floor from a gameplay standpoint, but there was no realistic place to get off of it.
Damn. I had others but forget them, and can't be arsed to watch the video again.

Good work overall and welcome to Interlopers!

P.S. Watch out for that guy Pwnd_Ja. Word is, he is a real prick...
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Re: First post, but not a first map. :)

Postby Unstoppable Florence on Mon Jan 18, 2010 11:27 am

Thanks all for the lovely comments! I wasn't actually expecting people to react quite so positively to it. :)

I see what you all mean about it looking unrealistic, but my current project is becoming realistic to the point of anality so hopefully I won't find that aspect beyond my grasp. I might upload some video of it when I get home.

[JFG]Propaganda wrote:What you have is impressive and solid. The only thing I could really pick out is your transition zones are very tight and confined. I mean if nothings happening there I suppose it's not the end of the world but I would open those areas up a bit just to not give the feeling of "ok I am in a tight hall and as soon as I come out of it something will happen".


Do you mean the doorways/corridors or the combat areas themselves? The intention was actually to create a feeling of entrapment, hopefully making the eventual escape (which is planned for the room immediately after where the video cuts out) feel more rewarding, rather than letting the player feel in control which kind of makes the 'escape' theme pretty moot. But if you feel they are too cramped for even that then I could take that on board.

Phott wrote:What it really lacks is a setting, it's very random at the moment, you start in a room filled with random entities, no windows, no doors leading to other rooms, and this room leads to a long hallway that doesn't make much more sense. Get my point? It's not very realistic and doesn't make much sense.


I know this sounds like a cop-out, but that was sort of the idea. Hehe. I want the player to wonder -at least initally- where on earth they are, since confusion can help to push the flight-or-fight drive. The first shaft that opens up to the sky, complete with sirens and explosions is suposed to break that confusion somewhat, placing them underneath a large battle. Come to think of it though, I don't think it really establishes it that well, any ideas?
Dives wrote:Source is kinda like that really old guy in your family that keeps getting older and older and just won't die, but he tells really great stories. And craps the bed on occasion.
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Re: First post, but not a first map. :)

Postby Botolf on Fri Jan 22, 2010 11:23 am

I got some definite Route Kanal vibes from the whole thing, so perhaps you could take a page from that chapter and create a "from below" view of the street (so the player would look up where the white spaces are now and see a glimpse of the world above). Buildings at the edges and NPCs moving around could be a nice touch.

I like where this is going.
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Re: First post, but not a first map. :)

Postby Hollow on Fri Jan 22, 2010 12:13 pm

good stuff, watched the video and it actually captured the HL2 vibe well. Lighting was nice, but it was a bit random like Phott said. The ladder thing was an obvious oddity, but just the flow of things was strange. I mean, why would a living space go directly into a industrial section with a bottemless pit and catwalks? it all looked nice, you definately know how to make decent stuff, but it feels a bit jumbled right now.

The only other snag atm for me is when you get to that outside bit, It just looks bland compared to the rest of your areas. Make it a scene, you could have cool stuff going on above like you mentioned, some subtle music easing in would work great, as its seemingly the first glimpse of outside, give it some atmosphere.

Apart from that. Nice stuff. Cool puzzles, good detailing and lighting :)
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Re: First post, but not a first map. :)

Postby TicTac on Fri Jan 22, 2010 4:27 pm

Looked pretty good, I like the amounts of detail (bent fences, railings getting torn out). The lighting was pretty good, I liked the contrast between warm and cold at the beginning (when you leave the room... area?). Gameplay wise, pretty good but it certainly feels linear. You have to trick the player into thinking that they have a choice when they actually don't (noone likes being guided along a set path. Think of Bioshock, you free-roam about the whole city but you still have to do objective A, B, and C in that order.)
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