First singleplayer map.

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

First singleplayer map.

Postby rektolisk on Sat Feb 02, 2013 3:59 am

Hey all, I have been using Source SDK for a while on and off but never sat down and gone through loads of tutorials or learning resources. I've actually started making this style of map over 6 times over the past few years and always getting bored and deleting it whereas now I need to start finishing projects for my portfolio.

So this story behind this map is simple the protagonist has been captured and under heavy security. They break out and have to locate the HEV suit which is being experimented on, get his grav gun and simply break out of the facility.

I am hoping that by posting this thread will encourage me to continue to work on this map and keep it updated, so we shall see. I would like people to give me a hell of a lot of feedback, good tips or even tear my work to shreds since It all helps to me getting better.

So here is a quick video to show where it is at the moment, textures and lighting are temporary for now.



Update 02/02/2013

I started working on an illustrator level design so that I have something to work with rather than randomly building.

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Last edited by rektolisk on Sat Feb 02, 2013 2:40 pm, edited 4 times in total.
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Re: First singleplayer map.

Postby Stormy on Sat Feb 02, 2013 6:07 am

Thoughts:
The player won't know to bash the block on the door. Change it to a padlock, which HL2 players already know is breakable.
Rooms are still quite bare, have a look at some reference photos of bunkers, and other peoples maps, think about skirtings on the roof and floor, indents, support columns etc.
Put some shit in the water to make it more interesting. Rubbish on the floor, decals and such.
The sewer is a big long empty hallway that adds nothing to the gameplay. Either make something interesting happen or shorten it greatly.
Coming out of the sewer makes no sense. Why would there be a ladder to a sewer with no platform, and why would the ladder be in a random hallway. Make it more like a service area. Give it purpose.
Exploding barrels are fun and all, but they are probably not very well places in a small spot like that. Players are much more used to seeing the broken up crate model covering crawlspaces.

Pretty good so far, and obviously a work in progress. Don't forget to get other people to test it, You'll never defeat daddy eyes.
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Re: First singleplayer map.

Postby rektolisk on Sat Feb 02, 2013 6:43 am

Black_Stormy wrote:Thoughts:
The player won't know to bash the block on the door. Change it to a padlock, which HL2 players already know is breakable.
Rooms are still quite bare, have a look at some reference photos of bunkers, and other peoples maps, think about skirtings on the roof and floor, indents, support columns etc.
Put some shit in the water to make it more interesting. Rubbish on the floor, decals and such.
The sewer is a big long empty hallway that adds nothing to the gameplay. Either make something interesting happen or shorten it greatly.
Coming out of the sewer makes no sense. Why would there be a ladder to a sewer with no platform, and why would the ladder be in a random hallway. Make it more like a service area. Give it purpose.
Exploding barrels are fun and all, but they are probably not very well places in a small spot like that. Players are much more used to seeing the broken up crate model covering crawlspaces.

Pretty good so far, and obviously a work in progress. Don't forget to get other people to test it, You'll never defeat daddy eyes.


Yeah my initial idea was the change the door lock to a padlock model or shape in the future.

I really struggle with making rooms interesting since I am addicted to square and modular images and maps, like an OCD since everything has to slot in nice =/ Need to work on that.

The water and sewer idea was meant to be where the water is entering that pit and also I am putting a breakable grate over the front.

The service area is a great idea so I will look into some reference for that.

As for the barrels, yeah they were there for the fun factor really but can seem a bit "busy" for that small breakable wall.

Thanks for checking the video and the feedback, really appreciated.
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Re: First singleplayer map.

Postby Armageddon on Sat Feb 02, 2013 6:56 am

rektolisk wrote:I really struggle with making rooms interesting since I am addicted to square and modular images and maps, like an OCD since everything has to slot in nice =/ Need to work on that.


I struggle with this a lot too, it's very limiting. :(
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Re: First singleplayer map.

Postby DonPunch on Sat Feb 02, 2013 7:08 am

Lights need models

if you're making a storyline, then work that out before mapping. Right now its just a guy that locked himself in a room with a crowbar. No one would be locked up with a crowbar.

give your players visual clues on what to do, like what you did with the sewer. you left just a bit of it above the water line.
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Re: First singleplayer map.

Postby Major Banter on Sat Feb 02, 2013 6:15 pm

The trick to making impressive indoor environments can be broken down into three elements, in my opinion and experience.

One; plan it. Know the focal points, where the light is coming from, how it casts. Understand the room's purpose, shape, and so on. Get reference. Be aware that even though BSP works largely in blocks, clever combinations of blocks can work wonders.

Planning can be difficult without experience in the engine, and experience with consistently creating good-looking environments. Thus:

Two; work in 'outdoor' areas more. This forces you out of using boxes as a reliable fall-back when working indoors. It's too easy to just hash out a box and try to fill it. This is the wrong way of working. What you need to do is:

Three; identify the focal point of the room, and build it first. This could be a certain wall, a balcony, a pit, a machine, a puzzle, an objective, or part of the way through. When building outdoor environments, this is all you're able to do - there's no 'box' fallback per se, just individual elements that come together.

Eventually, you'll find yourself planning and building key functional focal points that are vital to the gameplay first. This will build your confidence, broaden your skills, stop you using cubes as your basic room style and hugely improve the overall feel, quality and pace of your maps. This takes time, but try it out. Focus on the important stuff, not filling a box - even if that important stuff is just a walkway.

What does this all result in? When you build something as simple as a corridor, it'll look good. You'll understand what makes it look good, what elements are important, how to break up shapes, and you'll have learned that yourself. It'll look natural rather than bodged.
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