[EP2] First story-based map

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[EP2] First story-based map

Postby Chrispy on Wed Jan 19, 2011 10:35 am

** MAP REQUIRES HL2 + EP2 **

Hiya, as you can see I'm quite new here... I've been working on a map for ages (my first map actually), maybe even a bit too long and what I should've done ages ago is actually ask for some feedback. The map you're about to see is really short, I've just been experimenting with atmosphere and a bit of storytelling (storytelling through environment mainly). Right now I'm really inclined to polish the heck out of the map but I'm happy to add anything which will add to the atmosphere and storytelling aspects of the map. Here's some screenies:

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Image

Download link: http://dl.dropbox.com/u/12453703/rooms07/rooms07.zip
(Extract all that stuff into your \SteamApps\USERNAME\half-life 2 episode two\ep2 - the files may conflict with any existing mods you may have)

One of the things I want to make sure of is that everything in the map should some sort of sense, from a storytelling standpoint. For example, at the start of the map you fall down on top of a box... I want the player to realize that he jumped from the hole in the ceiling as a way of entry into the building. Or the fact that the room the player has started off in is abandoned, hence why the plug wasn't plugged in... etc. And since I can't really create new character dialogue I've been making use of the default HL2 ones to the best of my ability.

"Rooms07" is just a generic name... I don't really want to call the final map that name. ;)

Thanks heaps in advance. :)
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Re: [EP2] First story-based map

Postby marnamai on Wed Jan 19, 2011 3:53 pm

Judging from the screenshots, how are you going to tell a story through the environment when I, the player, can't see anything?

I 'll play it later today and post my thoughts.

edit: waaay too dark and too short. not really worth my time. Because I wasn't supplied with a HEVsuit I couldn't use the flashlight and the level being near pitch black I couldn't see anything. The thunder/lightning was a nice touch tho.
It begs for better lighting. Some of the current lights are too weak compared to their lightsource, some didn't even have a lightsource (lamp model in bathroom?)
Last edited by marnamai on Wed Jan 19, 2011 4:17 pm, edited 1 time in total.
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Re: [EP2] First story-based map

Postby Gary on Wed Jan 19, 2011 4:10 pm

Please try to put it in a "mod" format, as in, a folder that goes in the SourceMods folder.
Have a question related to modding or something I posted? Something that needs staff attention? I haven't been active lately, but feel free to PM me or message me on Steam(link below)

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Re: [EP2] First story-based map

Postby Gary on Wed Jan 19, 2011 4:44 pm

First of all, I couldn't really tell that the player fell into the room, it just sorta felt like he spawned there. Different ways you could fix that; you could try an animated camera scene or maybe the player starting spawned in the air so he can see himself fall. Overall though, you did a pretty good job, only dialog I didn't like was "Hes one of us"(sounded creepy).

Some other non-story related things: the trash props(cans, bottles, etc.) need to have their "debris" flag checked cause it's weird to get knocked by a tin can, the toilet needs to have it's RTT shadow disabled, RTT shadows look like shit when stretched across a wall. Brushwork as little as there was, looked good.
Have a question related to modding or something I posted? Something that needs staff attention? I haven't been active lately, but feel free to PM me or message me on Steam(link below)

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Re: [EP2] First story-based map

Postby Chrispy on Wed Jan 19, 2011 8:04 pm

Gary wrote:First of all, I couldn't really tell that the player fell into the room, it just sorta felt like he spawned there. Different ways you could fix that; you could try an animated camera scene or maybe the player starting spawned in the air so he can see himself fall. Overall though, you did a pretty good job, only dialog I didn't like was "Hes one of us"(sounded creepy).


I've tried to have the player spawn a bit higher but he seems to get his head stuck on the displacement so that he's unable to "fall down" (he's stuck)... I'll try and see if I can somehow fix that. Could you elaborate on the animated camera scene? I'm also learning animation alongside Hammer so maybe I can do some animation with the player hands...

As for other stuff, the light in the bathroom was a leftover... I was supposed to delete that. The lighting I'll make brighter... or I'll just give the player an HEV suit. Another thing which is annoying me at the moment is the helicopter which flies past when you go into the lounge room (the room with the rebels). If you stay in the room you fell in at the start of the map and look out the window, you'll see the helicopter's just waiting for its waypoints to be executed. I've tried to use occluders and stuff to hide it but it's never worked out for some reason...

Speaking of the helicopter, if nobody noticed that, I'll try make that brighter so it contrasts a bit more with the environment.
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Re: [EP2] First story-based map

Postby jgoodroad on Wed Jan 19, 2011 8:22 pm

I made a video playthrough, check your inbox for it.
===[]"

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current projects: nmo_boardwalk, nmo_asylum
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Re: [EP2] First story-based map

Postby joe_rogers_11155 on Wed Jan 19, 2011 8:33 pm

Tip for low lighting: inside the light entity, change the brightness to something low (value of 1-5), then change the constant to something high (1000-5000).

This accomplishes two things: First, this allows you to keep a low level of lighting. Second, this illuminates all the walls of a room in the same low lighting, which makes it MUCh easier to navigate and explore...while still keeping the player away from a suit.

I have not played your level yet but I will if you implement this lighting tip. :)
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Here's another project of mine... Assault on Overwatch
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Re: [EP2] First story-based map

Postby Chrispy on Wed Jan 19, 2011 10:43 pm

@ jgoodroad, lots of suggestions, thanks heaps, I'm improving on a lot of stuff now.

@ joe_rogers, nice, I'll give it a go. :)
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Re: [EP2] First story-based map

Postby Groxkiller585 on Sat Jan 22, 2011 12:15 am

joe_rogers_11155 wrote:Tip for low lighting: inside the light entity, change the brightness to something low (value of 1-5), then change the constant to something high (1000-5000).

This accomplishes two things: First, this allows you to keep a low level of lighting. Second, this illuminates all the walls of a room in the same low lighting, which makes it MUCh easier to navigate and explore...while still keeping the player away from a suit.

I have not played your level yet but I will if you implement this lighting tip. :)


Making constant 1 and quadratic 0 gives the same effect, just to let let you know.
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Re: [EP2] First story-based map

Postby joe_rogers_11155 on Sat Jan 22, 2011 1:08 am

@grox: i prefer leaving the quadratic alone so i can simulate the light falloff. i mean...there are many ways to skin a cat.
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Here's another project of mine... Assault on Overwatch
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Re: [EP2] First story-based map

Postby Gradius on Sat Jan 22, 2011 3:08 am

Well they work on ratios so that would work, but generally you want some quadratic or the light will be too unnatural or cast too far.
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Re: [EP2] First story-based map

Postby Chrispy on Thu Jan 27, 2011 11:45 pm

I found this to be pretty useful too:

http://www.tophattwaffle.com/?p=2364

Been doing a lot to my map, and in terms of lighting I've started to use point_spotlights and all that sorta stuff for lights, so it looks much better. In fact lighting is all I've really been focusing on mostly. :P
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Re: [EP2] First story-based map

Postby neoviper on Fri Jan 28, 2011 4:46 pm

I'll take a playthrough of your map today, sounds interesting because it's similar to what I'm trying to accomplish, focusing on the atmosphere primarily. Unfortunately I probably can't provide any suggestions other than what's already been said, I'm very new to mapping.
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Re: [EP2] First story-based map

Postby Chrispy on Sat Jan 29, 2011 9:31 am

The worst things about mapping I've found is simply losing interest really quickly, and spending a crapload of time trying to fix small things, which can end up being really counter-productive. The length of my map doesn't even show how much work I've put into it... lol. :(

(Just figured I'd mention since you said you were new to mapping.)
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