HL2: EP2 Campaign and CSS Map: Feedback Would Help! :)

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HL2: EP2 Campaign and CSS Map: Feedback Would Help! :)

Postby Teh Frog on Tue Feb 08, 2011 1:56 am

Here are some screenshots for my recent work.
HL2: EP2 - Hotel Fight Map 1 (EDIT: MORE SCREENSHOTS OF NEW LIGHTING FOR THIS MAP IN COMMENTS BELOW!)
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HL2: EP2 - Hotel Fight Map 2
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Counter-Strike: Source - de_university (Very Early Stages)
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My friend Slankey and Ownage helped with ideas for this map. It's a collaboration.
Last edited by Teh Frog on Fri Feb 11, 2011 4:18 am, edited 5 times in total.
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Re: Some Recent Work.

Postby MNM on Tue Feb 08, 2011 2:06 am

Could use some more details. Maybe try different texture scale/position setups.
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Re: Some Recent Work.

Postby Teh Frog on Thu Feb 10, 2011 2:47 am

MNM wrote:Could use some more details. Maybe try different texture scale/position setups.

Thanks for the feedback! You may not see it, as I didn't take screenshots of the whole level, but there are varying textures. I kept the textures the same for one reason, it's a hotel and a run down one at that. It's supposed to look semi bland. The varying textures will come in in map two. Then map three. Also, for the css map, you can't really see it in the screenies but I have env_dustmotes under the skylights so that particles float underneath and I used lightspots for the lighting. The screenshots make it hard too see but it will look much better! Thanks again! :)
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Re: HL2: EP2 Campaign and CSS Map: Feedback Would Help! :)

Postby Jordash on Thu Feb 10, 2011 2:49 am

Myabe some variation in the lighting, the parking lot looks way too bright to me
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Re: HL2: EP2 Campaign and CSS Map: Feedback Would Help! :)

Postby Smurftyours on Thu Feb 10, 2011 3:10 am

Teh Frog wrote:My friend Slankey and Ownage helped with ideas for this map. It's a collaboration.

Tell them both that I said hi. Shit this is a small world.... :lol:
jangalomph wrote:Wise words from a wise man. ^
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Re: HL2: EP2 Campaign and CSS Map: Feedback Would Help! :)

Postby Teh Frog on Thu Feb 10, 2011 3:18 am

Thanks for the feedback! I just finally figured out how to use lightspots and sprites so I'm redoing all the lighting in the map.
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Re: HL2: EP2 Campaign and CSS Map: Feedback Would Help! :)

Postby Slankey on Thu Feb 10, 2011 3:38 am

<- First beta tester for the campaign.
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Re: HL2: EP2 Campaign and CSS Map: Feedback Would Help! :)

Postby [frank] on Thu Feb 10, 2011 4:42 am

The carpet is really frustrating me. Its obviously meant to rotate around corners, and not be the same direction for every room. It would be good if you did rotate it.

I also don't think its a very good choice to have as a complete ground covering. Rather, as a single strip (so only one width of the texture), or as trim on either sides of another texture.
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Re: HL2: EP2 Campaign and CSS Map: Feedback Would Help! :)

Postby Teh Frog on Fri Feb 11, 2011 4:13 am

Here's some pics of the updated lighting of Hotel_Fight. Redoing all of the lighting took about three hours and I'm happy with the result.
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Re: HL2: EP2 Campaign and CSS Map: Feedback Would Help! :)

Postby TheDanishMaster on Fri Feb 11, 2011 6:44 am

It looks much better now with the sprites and a little color i guess :D

But theres 2 things you might want to change

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As you can see its a cone looking lamp and that wouldnt allow light above it like that so I would recommend using light_spot for those kind of lights.

And the sprites on those lightbars does look a little wierd and I think adding more sprites would look even worse. Try a different sprite or put 2 point_spotlights on. Or you could choose not to have anything on there because thats what those selfillum parameters are for :D
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Re: HL2: EP2 Campaign and CSS Map: Feedback Would Help! :)

Postby Teh Frog on Fri Feb 11, 2011 7:55 pm

TheDanishMaster wrote:It looks much better now with the sprites and a little color i guess :D

But theres 2 things you might want to change

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As you can see its a cone looking lamp and that wouldnt allow light above it like that so I would recommend using light_spot for those kind of lights.

And the sprites on those lightbars does look a little wierd and I think adding more sprites would look even worse. Try a different sprite or put 2 point_spotlights on. Or you could choose not to have anything on there because thats what those selfillum parameters are for :D


Yes, I did notice that after posting the screenshots. :p I am actually fixing that now and I made the sprites on the light bars too small. I will scale them to around 0.50 and it will look better. Screenshots coming in a little. :)

EDIT: This any better?
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Also, I didn't mention this earlier, but those pillars are destructible.
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AFTER:
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Re: HL2: EP2 Campaign and CSS Map: Feedback Would Help! :)

Postby MayheM on Fri Feb 11, 2011 10:34 pm

I have not played the level obviously,and game-play is paramount, so if it plays well it will be enjoyable. But since I can not play it yet, looks is what I am going to talk about....

Your scaling is a bit off, or at least looks to be. The average inside wall is 128 units tall, while yours look to be 164, or so. this makes the rooms look very empty. Some empty areas are fine but when everything is empty it just looks bland and well... empty... Since it looks as though the main construction and layout is complete, I would worry about size and scaling on your next level. The lighting is looking better for sure. The sprites help and the dust motes look good. The main thing it needs is more detail and some variations on textures. I am a sucker for custom textures so I tend to see default content and cringe. It is mainly because it looks very generic. When I play custom levels, I want to play something that stands apart from the original game. Custom textures go a long way when it comes to that.

none of this is meant to bash your work mind you. I am just trying to make your work better...
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Re: HL2: EP2 Campaign and CSS Map: Feedback Would Help! :)

Postby Slankey on Sat Feb 12, 2011 5:15 pm

MayheM wrote:I have not played the level obviously,and game-play is paramount, so if it plays well it will be enjoyable. But since I can not play it yet, looks is what I am going to talk about....

Your scaling is a bit off, or at least looks to be. The average inside wall is 128 units tall, while yours look to be 164, or so. this makes the rooms look very empty. Some empty areas are fine but when everything is empty it just looks bland and well... empty... Since it looks as though the main construction and layout is complete, I would worry about size and scaling on your next level. The lighting is looking better for sure. The sprites help and the dust motes look good. The main thing it needs is more detail and some variations on textures. I am a sucker for custom textures so I tend to see default content and cringe. It is mainly because it looks very generic. When I play custom levels, I want to play something that stands apart from the original game. Custom textures go a long way when it comes to that.

none of this is meant to bash your work mind you. I am just trying to make your work better...


I know what you mean but from someone who has played the map the height is right, you know when you go into a hotel the walls are a bit taller for whatever reason. It feels as if you're actually in a hotel.
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Re: HL2: EP2 Campaign and CSS Map: Feedback Would Help! :)

Postby Teh Frog on Sun Feb 13, 2011 5:48 am

MayheM wrote:I have not played the level obviously,and game-play is paramount, so if it plays well it will be enjoyable. But since I can not play it yet, looks is what I am going to talk about....

Your scaling is a bit off, or at least looks to be. The average inside wall is 128 units tall, while yours look to be 164, or so. this makes the rooms look very empty. Some empty areas are fine but when everything is empty it just looks bland and well... empty... Since it looks as though the main construction and layout is complete, I would worry about size and scaling on your next level. The lighting is looking better for sure. The sprites help and the dust motes look good. The main thing it needs is more detail and some variations on textures. I am a sucker for custom textures so I tend to see default content and cringe. It is mainly because it looks very generic. When I play custom levels, I want to play something that stands apart from the original game. Custom textures go a long way when it comes to that.

none of this is meant to bash your work mind you. I am just trying to make your work better...

Yeah, I understand. The walls are fine though, scaled the same size as they would be in my house, a bit taller than the standard door on the second floor of the map. On the bottom floor the walls are bigger for a reason, it's the lobby and I wanted it to feel larger and more important that the rest of the map. Most hotels I've been too have larger walls on the bottom floor so I was modeling it after them. Thanks for the feedback though! :D
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