Trainstation Map

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Trainstation Map

Postby CrazyMan on Thu Aug 02, 2012 8:30 am

Hi guys,I busy with making a Trainstation map.Its far from finished,so if you have any ideas,just feel free to comment!]

Edit:Higher quality screenshots.
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Last edited by CrazyMan on Thu Aug 02, 2012 6:05 pm, edited 1 time in total.
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Re: Trainstation Map

Postby LordDz on Thu Aug 02, 2012 8:32 am

That's a very early WIP.
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Re: Trainstation Map

Postby CrazyMan on Thu Aug 02, 2012 8:47 am

Yeah,i know,its far from finished,but i thought,why not?So i uploaded this.You have some idea's?BTW i have added trees on the cliffs,and i added broken helicopter pieces on the rocks so you cant just walk off the map on one side.
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Re: Trainstation Map

Postby srredfire on Thu Aug 02, 2012 8:49 am

Tighten up those graphics.
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Re: Trainstation Map

Postby CrazyMan on Thu Aug 02, 2012 9:06 am

Well,its just a steam screenshot,and it looks worse,but i think i have the settings on high,but i will take a look and upload some new images.
Last edited by CrazyMan on Thu Aug 02, 2012 6:06 pm, edited 1 time in total.
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Re: Trainstation Map

Postby CrazyMan on Thu Aug 02, 2012 6:06 pm

I edited the screenshots,they are more up to date and better graphics.
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Re: Trainstation Map

Postby Gary on Thu Aug 02, 2012 7:39 pm

We have a "Map Pimpage Thread".

Which is where people usually post their finished/WIP maps. And usually only after larger iterations. Unless you for some reason need constant feedback, like when constructing a to-be-released multiplayer map or something.
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: Trainstation Map

Postby Epifire on Thu Aug 02, 2012 8:53 pm

Not a whole lot to go off of but if you want advice it is a good point in development to start asking these things.

Since this appears to be a multiplayer map make some over bridges that are higher up or in simpler terms make some higher ground that would provide a tactical advantage. I would crowd the sides in with buildings if you were implementing high ground into the design. Then you could go to the side of the map and find a stairway to ascend higher creating whole new vantage points. Also diversify the textures and geometry indoors, try and use wall textures for walls and floor labeled ones for the horizontal faces. Adding in more side rooms or just small little indents in walls for doors that do not open will add areas to take cover and a sense of realism. Best thing to do is try and think of what purpose these areas would serve in real life, were this a real place you are making.

Since it also appears you are building this for HL 2: DM then I would put the power weapons on some kind of area with little cover that is some where exposed by the high ground. If there is one thing I know that is never put power weapons in a easily accessible point in the level. Otherwise you get people snatching it while also being unchallenged because it was in a safe area.
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Re: Trainstation Map

Postby CrazyMan on Fri Aug 03, 2012 1:09 pm

Well,its not a multiplayer map,its for singleplayer.I wouldnt call this a mod,because it doesnt have added content or something like that.
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Re: Trainstation Map

Postby Epifire on Fri Aug 03, 2012 5:06 pm

Well it would go over well as a multiplayer map, done right of course. Usually you want some kind of story and additional content to go along with a single player mod.
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Re: Trainstation Map

Postby Howser on Wed Aug 08, 2012 4:35 am

Its a solid start. Best advice I can give for improving you're understanding of both env. art and gameplay is go into the games that inspire you and just observe and inspect the level. Take your time and avoid the distractions of actual gameplay. It Might sound obvious but it really helped me, AS most the written theory just went over my head.
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Re: Trainstation Map

Postby Epifire on Wed Aug 08, 2012 7:02 am

Howser wrote:Its a solid start. Best advice I can give for improving you're understanding of both env. art and gameplay is go into the games that inspire you and just observe and inspect the level. Take your time and avoid the distractions of actual gameplay. It Might sound obvious but it really helped me, AS most the written theory just went over my head.


Totally. Went through Ravenholm over and over again to realize a bit more about how I should try and implicate Valve's design into my current mod.
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