HL2-DEATHMATCH MAP

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HL2-DEATHMATCH MAP

Postby [UHL]BADMONKEY on Sat Dec 11, 2004 1:57 am

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THE WALL WITH THE DECAL ON IT IS A TELEPORT TO THE NEXT ROOM
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Postby Serever on Sat Dec 11, 2004 2:22 am

Looks simple and fun.
picture 3: OH MY SHIT!!!!!!!!!!!! are all those cylinders func_detail's?
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Postby [UHL]BADMONKEY on Sat Dec 11, 2004 4:01 am

nope just primitive cylinders
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Postby snufflez on Sat Dec 11, 2004 4:47 am

texture variatons PLZ
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Postby wiggle987 on Sat Dec 11, 2004 11:08 am

too bland and too blocky, i dont really like it tbh
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Postby Rovient on Sat Dec 11, 2004 6:41 pm

I'm just gonna come out and say this:

- One of the least impressive maps i've ever seen. Especially at interlopers.
You might think i'm being harsh, maybe so, but i consider this map to be a little bit of an insult.

- There's all of 3 textures that I can actually see.

- There are no light sources for any of the lights. Not one. I can also tell from the screens that you've left all of the light properties on default. Brightness 200, white. Bland.

- The cylinders room. I'm not even gonna talk about performance problems, cause there's no need to. It's simply the worst design above that of a box room.

Yeah, you're probably going to all flame me saying i'm being unfair here, but i've said nothing that isn't true, and I feel that people need to make more of an effort with their maps before they post.

Mapping requires patience and practice way before it needs design skill. Half the people who post here have neither - and without those, i don't really want to lend any help.

Believe it or not, i can tell the difference between a mapper who tries hard to achieve the effect and structure that he (or she!) wants to, but isn't very skilled, and a mapper who played hl2, made a quick little box map and expects everyone to say how wonderful it is. If you want praise, put in the effort and bring something worth C&C to us.

(I speak only for myself Badmonkey, please don't consider what i feel to be any reflection on the interlopers team).
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Postby Blink on Sat Dec 11, 2004 7:13 pm

This is more of a test map and not really something you should be showing off. Perhaps put a bit more effort into a realistic map (there are plenty of tutorials to sort you out) and then come back to us.
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Postby [UHL]BADMONKEY on Sat Dec 11, 2004 8:56 pm

- One of the least impressive maps i've ever seen. Especially at interlopers.
You might think i'm being harsh, maybe so, but i consider this map to be a little bit of an insult.

- There's all of 3 textures that I can actually see.

- There are no light sources for any of the lights. Not one. I can also tell from the screens that you've left all of the light properties on default. Brightness 200, white. Bland.

I totaly understand but i did post this on the "Under Construction" which means work in progress
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Postby BaRRaKID on Sat Dec 11, 2004 9:11 pm

getting agresive :O but be carefull with the cilynders.. you may think it doesn't cause lag, but it does, specially they all being world models, even if you have a xpto computer.

about the other critics, he is right about them all, and you def, need to change that, why did you posted those pics if you don't wan't any help from us? do you see wath i mean ;)

now you deal with wiggle and spartan, and going to see the ladies 8)
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Postby Spartan on Sat Dec 11, 2004 9:25 pm

I may be an asshole but you guys about to get a thread locked.

I'm not even going to get involved in this one this time around.
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Postby Signy on Sat Dec 11, 2004 9:49 pm

Alrite thats enough ladies.

He asked for constructive critism and that is what we have given him.

Mate nobody is bashing you, but this is how it goes, when i first started mapping i was fortunate enough to be in a community when proffesional standard maps were flamed, althougth at the time i thought it was a bit harsh i realise it has made me a much better mapper. So you gota understand no one is personally attacking you, so the thing about spartan and wiggle was bang outa order.

Okay everyone please get back on topic. This reply does not need a follow up from anyone just give this guy some honest critisms and offer alternatives and way he can improve.

Nuff said

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Postby wiggle987 on Sat Dec 11, 2004 10:07 pm

lose the cylinders
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Postby Rovient on Sun Dec 12, 2004 1:53 pm

Of course, hopefully it came across that my crits (while fairly straight to the point) were meant to help a little. However, I should offer some alternatives right, or else I look like a bit of a bastard.

- Pillars. This is tough one. You obviously wanted a room with plenty of cover, where the fight could take place with plenty of riccochet and longer gameplay. For your first map i could consider using only half the number of pillars. Perhaps delete ever other one and leave the rest?

- With those pillars that remain it is important for you to understand something about the HL2 (and indeed HL1) engine and the way it compiles maps; when the compiler is working out how the light is projected across a surface, it spilits a surface into sections, called VIS portals. For a plain old wall, a single large portal will be sufficient, and as such will require least ingame processing (runs faster!). However, when another brush (Hammer block) touches a surface, the number of sides the brush has splits up that surface into that number of VIS Portals. So, and 8 sided cylinder touching a floor, like in your map, will make 8 more VIS portals than is needed. Further more, when you have say 30 of these cylinders, all breaking up the ground... you get:

8 x 30 Portals = 240 portals.

And when you only needed 1, that's a bit of a bitch. Even the best PCs won't handle this as it's a limitation of the engine, not the computer.

- To prevent this from happening to you in your map, you can make your cylinders func_detail entities (right click the block and Tie to Entity). The fun_detail brushes are converted into sort of static mesh models, and as such do not break up the surfaces they touch. In short, they kick ass! Make the remaining brushes func_details and that's your performance sorted. However, we still have the basic design...

- We need a large variation of textures. The floor must never be the same as the walls (sorta one of my golden rules when i map). There are plenty of combine textures you can use in your map - use 'em!

-Also, try not to make rooms cube shapes, build the walls and floors seperately (hollowing cubes is oooold skool), that way you have complete control over how the map looks and plays.

Hope that helps. I wasn't trying to demoralise anyone, but to sorta give this mapper and others a kick in the right direction! Sorry :)
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Postby wiggle987 on Sun Dec 12, 2004 1:56 pm

i suggest if you want cover look in props_debris you can get some decent kind of cover in there

and following on from Rovient's point about hollowing being "old school" try hollowing then ungrouping, much quicker than building each face seperatly
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Postby Signy on Sun Dec 12, 2004 2:14 pm

Rovient that was a fantastic post, everyone follow his example. And i think i will enlist spartan in the rovient school of constructive crits.

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