[HL2EP2]Brotherhood [UPDATED 9-9-12]

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

[HL2EP2]Brotherhood [UPDATED 9-9-12]

Postby cz_squishy on Tue Nov 23, 2010 12:40 am

I started this map back in July to try the wall destruction tutorial and some shadow tests. I had stopped working on it after about a week or so and just recently I rediscovered it. I added so much in just 3 days it's surprising how fast I can work. So far the player's path is pretty much written in stone and the events are planned out. With this map I wanted to test how the player has to travel a long distance because obstacles impede his path of the much more obvious route, the whole playable area of the map is only a 4608 by 4608 area. What this allowed me to do was make the player zigzag through the level and have areas be foreshadowed to the player before he actually gets there allowing the player to say, "Hey! I remember seeing this area before!" with visual cues helping aid memory (i.e. item crates or other landmarks). Enough talking and time for some media!!!
Layout(small changes might happen for gameplay):
Image
Early screenshot of brick destruction with shadow test plus video:
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Image

[SPOILER]Hammer walkthrough of the path the player will take[SPOILER]
Last edited by cz_squishy on Sun Sep 09, 2012 6:48 am, edited 4 times in total.
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Re: [HL2EP2]Brotherhood (working name)

Postby jgoodroad on Sat Nov 27, 2010 2:35 am

I like it...
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Re: [HL2EP2]Brotherhood (working name)

Postby joe_rogers_11155 on Sat Nov 27, 2010 9:05 am

it looks like WAY too much. your polished scene is polished but there is absolutely nothing to comment on until you begin actually mapping. all that dev stuff seems a waste of your time.

to each his own on mapping styles, im just saying that you appear to have a whole lot of nothing going on there at the moment.
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Re: [HL2EP2]Brotherhood (working name)

Postby cz_squishy on Tue Nov 30, 2010 11:48 pm

Lighting is temporary:
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Re: [HL2EP2]Brotherhood (working name)

Postby jgoodroad on Wed Dec 01, 2010 12:37 am

hard to see things... but I still like it...
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Re: [HL2EP2]Brotherhood (working name)

Postby cz_squishy on Wed Dec 01, 2010 12:57 am

jgoodroad wrote:hard to see things... but I still like it...

Screenshots always make things darker and the power is out until you turn it on to power the lift to bring you up to street level. Kind of like Episode 1 a bit when you wander around in the dark tunnels being attacked by zombies :smt023 . I wanted contrast between the dark, grimy underground and the bright, colorful surface level and it took some playing around with different textures before I finally found ones that worked. Before it was too clean and it looked like the canal outside which I didn't like.
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Re: [HL2EP2]Brotherhood (working name)

Postby jgoodroad on Wed Dec 01, 2010 3:12 am

I, unlike many other chaps on interlopers, have no qualms with dark maps... as long as there is thought behind it.
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Re: [HL2EP2]Brotherhood (working name)

Postby cz_squishy on Wed Dec 01, 2010 3:29 am

jgoodroad wrote:I, unlike many other chaps on interlopers, have no qualms with dark maps... as long as there is thought behind it.

I hate dark maps if the whole map is dark but it's a small section and makes sense. I want the player to explore and if it's lit then there would be no challenge and plus I want to add a few "scary" things down there :smt023
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Re: [HL2EP2]Brotherhood (working name)

Postby cz_squishy on Fri Dec 03, 2010 9:01 pm

Sewer layout with path:
Yellow is path to some goodies
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Re: [HL2EP2]Brotherhood (working name)

Postby cz_squishy on Tue Dec 07, 2010 3:27 am

VRAD finally working so here's an update:
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Re: [HL2EP2]Brotherhood (working name)

Postby trcc on Tue Dec 07, 2010 3:57 am

Maze in the dark woot!
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Re: [HL2EP2]Brotherhood (working name)

Postby Juice on Tue Dec 07, 2010 9:47 am

trcc wrote:Maze in the dark woot!

^this, also. Exploding barrel plan almost backfired :D
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Re: [HL2EP2]Brotherhood (working name)

Postby cz_squishy on Tue Dec 07, 2010 9:55 am

Juice wrote:
trcc wrote:Maze in the dark woot!

^this, also. Exploding barrel plan almost backfired :D

It's not too confusing, pretty linear with a few dead ends.
Hopefully the player won't move those damn barrels :-D
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Re: [HL2EP2]Brotherhood (working name)

Postby AnKOu on Tue Dec 07, 2010 2:42 pm

cz_squishy wrote:VRAD finally working so here's an update:


I think, when player enter in pipe and got damages, he will think that is not the good way.
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Re: [HL2EP2]Brotherhood (working name)

Postby cz_squishy on Tue Dec 07, 2010 4:12 pm

AnKOu wrote:I think, when player enter in pipe and got damages, he will think that is not the good way.

Maybe I'll replace it with manhacks...
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