I really like the building in the second shot, but really, where are those sliding doors going to slide too?
WIP in WIP, post your level screenshots!
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sharpen? but looks pretty nice!
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Quote from Zombie
I wouldn't think custom files would be registered to be uninstalled? I know in the past when I've uinstalled games I've made stuff for, it's left it all intact.
Well I just did a search for any file with the .vmf extension and I only found the standard files you get with the SourceSDK.
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I've finally blocked out the layout in Hammer.
[Blocked Image: http://img406.imageshack.us/img406/1534/hammerlayoutfq1.png]
Light Gray = 2nd Floor
Dark Gray = Dark Area
Blue = Lower Floor
Slightly different from the drawn layout as I expected. I might add that kitchen area as you suggested if the play test is a bit iffy.

Just got to add all the walls and ceilings in, a couple of lights, some placeholder cover and then I shall test it out.
I'll upload the playable version once I'm happy with it.

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I like how the left corridors aren't blocky and have some angled walls. I really should take hints from blocking out ideas first since I tend to get stuck into the structure and come across issues to redoing walls because I need a doorway or something.
Or maybe I should just stick with mapster32... and finish my damn project off. -
Thanks.

I thought that adding angled walls would make the general flow of the map more interesting and that it would help improve the adding of architect later in the process.
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Concept/Basic design
Thinking about some major additions to the dining rooms, an arched ceiling would work nicely, with the right textures made for it. However I'm not sure which arch would look best, the first looks nicer, but the second is more understandable considering its angle with the main hall. I think another major problem with the dining hall is that it resembles the main hall too much thus looking bland. Going to be extending on it some more. In the second shot, those black squares are just location ideas for upper windows.
There's a lot of stuff I'm not happy with the dining, I wanted to make the balcony area a way to get into other 1st floor locations along with the main hall. Second I wanted to give it a grand-modern-detailed look... might start this area from scratch and do some intense graphic creation specific for the room. Some long red, rich curtains/banners would look nice - change the colour theme possibly to fit this. Can't decide. Just take a look at the shots to see how bland it is, sure paintings and simple furniture/item deco could help but it still misses things.
[Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/m_arch01.jpg]
[Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/m_arch02.jpg]
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Why is one of the chairs rows not facing the table ??
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It could do with some yellow/orange lights to bring out the colours of the textures. The richer colours would certainly make the place look more inhabitable.

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Finally got the basic layout down and compiled.

[Blocked Image: http://img126.imageshack.us/img126/9421/gamelayoutzk7.th.jpg]
Obviously it's lacking in pretty much anything but I would like feedback on the the timings please.
From about 20 minutes of play I've come to the decision that the T's need to be able to get to the middle faster so they can spread out a little and not get sniped as they come round the corner one by one.
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There ya go, get solid play testing. 3d is better the paper.
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Quote from Minotauro
Why is one of the chairs rows not facing the table ??
I think that's the table leg.
Or an 8bit rendering thing.. but they all face the right way.QuoteIt could do with some yellow/orange lights to bring out the colours of the textures. The richer colours would certainly make the place look more inhabitable.
Oh why didn't it come to me. In the very first versions of this project I added lighting effects on the 8bit textures to simulate dynamic lighting. I haven't even done that once on this new version which explains everything. Those stood out in the last version - cheers for the reminder!
Edit; Here's an example of what I mean
[Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/mansion_010.jpg]
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those two pics of the table remind me on the resident evil in the mansion game where at the very beginning you go to the left to a room just like that, but with a mantle at the end i think. it's been a long time

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Psycho - At the moment, it is quite difficult to properly get a feel for the map, since there is a lack of things to hide behind. Without the cover, getting an accurate grasp of the balance, flow and timing is quite hard.
Any chance we can see a build with lots of provisional cover, blocked out in dev textures?
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Ya. I'm working on it now.
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Looks really good Term!nator525, really like the 2nd and 3rd shots.
Also looks good Psycho. At first it looked like A and B were a bit too close and like the lower right corner was slightly disconnected, but the stairs around B look like they're placed quite nicely. Its a good start anyway.
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ty james o'hare, kamjar fadai, warby, philk
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nice atmosphere fmpone, the blue tint is really fitting
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nice one fmpone

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