cpl. punishment wrote:For me, the biggest problem with the architecture is that it is very flat, especially on the vertical plane. I would recommend some variation, like inset windows, balconies, maybe some shops on the first floor of some of the buildings, and definitely more props. Also, turn that street into a displacement. Very rarely are blacktop roads ever completely flat.
Your skybox is turned the wrong way. In the map properties option, make sure it has _hdr at the end of the name of the skybox texture. You may also want to experiment with a new skybox and/or environment lighting. The lighting you have now is nearly 90°. Check out
this list (if you haven't already) and try some skyboxes with a lower sun angle. Adding depth to your shadows will give your map a higher contrast, and should make it look more visually appealing.
Thank you for your reply, and I see what you mean by flat, I have now made some of the winows inset, and also added a balconey on one of the buildings which seems to have made it more interesting. Shops on the first floor would be a great idea. What sort of props would you suggest? rather than the typical ' add trash all over the place' ?

. should i turn the road into a displacement then? how would a displacement help, i mean i use displacements on grass and stuff but why a road which is meant to be flat? or is it only meant to add little bumps here and there? sorry for the noobish questions I really want to learn, first time i have been stuck on a map in a while properly. And i didnt even notice about the skybox

will look into that and I made standard lighting for the most part because i cant stand the bland lighting you get without light_env

! but thanks for the link will use that!

rookiehy2 wrote:For me, the street can be bend a little bit(not a long straight road). And most important is the buildings should have different height so that you can see the buildings behind it.
example

This was actually i reference picture i used

! So you can tell what I am trying ( and failing -_- ) to acheive! I was thinking about adding a curve or bend but i didnt know where

I guess this is where my planning failed a bit :/. And yeah I was thinking loads about building height and stuff before even mapping this, but it seems im not sure which buildings to insert. i dont want to copy this road 100% building for building. But this was my main reference picture tbh. Thanks for the advice will see if i can change the building heights a bit.
MayheM wrote:Actually, in all honesty the main issue is your lack of planning and the process of you building. It is hard to actually finish a map when you do not have a good idea of layout before you start in hammer. I have found that when I build on the fly in hammer I get a lot done fast and then hit a wall. The map may look nice, but game-play is crap. Once you have a lot of detail int he map it is hard to go back and edit the layout without having to destroy the work you have already done.
Your level looks very much like the levels I used to start. I would build bit by bit and never finish. With any art form, it is always a good idea to create in passes of detail. At first just use dev textures to make your layout. then you can play-test the map while still in that form and find bugs and improve the playing experience. It will also allow you to compile the levels very quickly since you will not have a lot of detail to render. Once you have the layout done you can go on and add details.
When I started to build like this, I noticed my level of mapping went up a good deal. I was able to make things faster and I did not get stuck as much. Mainly because I was not trying to make it look nice at first. I was not stuck on which brick texture to use or what model to use, etc... Take that advice if you want, but this is honestly the best way to be sure you don't get "stuck on design"
You see this is strange because I spent a while planning this, like i do with my maps usually i get pen/pencil paper and start drawing a layout, add in bullet points what might happen in the level get the layout done and then accept that maybe 20% of the layout might be changed during building it for 'gameplay' purposes. But i think my planning did fail, i have been panicking so much lately because I want to get into the industry so bad im rushing. Also I made this entire street in dev textures first, but it just wasnt doing anything, like just didnt even look right, so i made one building with textures, then the next, and more was getting done, but now i agree, i have hit that block which all designers seem to go through somewhere in there maps at some point. mine is just rather large. another thing, with the dev textures do you recommend doing the WHOLE map in dev textures first? how detailed should buildings and the road be in dev textures bsp wise? should buildings be huge orange and gray blocks? or should they have window insets and stuff alreadt prepared? I ask this because I never really got the hang of it to be honest. another thing? when you say planning, should i plan EVERY single building in advance, most of the time when dev texturing a street i make the buildings just blocks of orange or gray with no detail and not really knowing what building it will be. i take it this is bad? sorry for the seemingly noobish questions, i have made a few really detailed maps, its almost an insult to myself to see me ask such stupid questions :/ but everyone gets stuck and needs help somewhere or other, helps them know what steps to take in the long run

Thanks for your replys guys, will show you updated pics soon

thanks.