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ol_styx (Off Limits map)

  • Wesley Tack
  • July 22, 2006 at 4:54 PM
  • TeddyBear
    • July 24, 2006 at 10:31 AM
    • #21

    Good job! I really like it. My initial reaction was a look represented by a crossing of Duke Nukem 3D and Max Payne (but with greater detailing, of course) which in my mind is a good thing. For a first map this is a really impressive job, it still would have been if you had been mapping for your entire life. The only criticism I have to give is that the garage areas are too "blocky" and undetailed, the architecture doesn't fit in with the rest of the map and looks a bit HL1 with Source rendering. But apart from this I am really impressed, great job with the lighting and models.

  • Wesley Tack
    • July 24, 2006 at 11:28 AM
    • #22
    Quote from Pericolos0

    awesome ... will there be LTJ Bukem music in the map?

    If I only could, I would

    About the garage... maybe i'll need to have a second look at it and make it more fitting with the rest of the map. I'll see what i can do. But i want to keep it open so it makes vehicle driving not to hard. Since it's a connection from the tunnel to the other city area and i expect some vehicle action in that area .

  • -HP-
    • July 24, 2006 at 1:10 PM
    • #23

    Fantastic map!

    COngrats, especialy being you'r first map.

    What past do you have on Level Designs? I mean engines and editors?

  • Wesley Tack
    • July 24, 2006 at 2:06 PM
    • #24
    Quote

    ":1lnc55ob]Fantastic map!COngrats, especialy being you'r first map.

    What past do you have on Level Designs? I mean engines and editors?

    Thanks, I made a Quake2 map long ago, and also a Quake3 DM map

    The Quake3 map was a rebuild from my favorite Quake2 map, the frag pipe.

    Sadly enough, I hardly played it :/

    I hope edleast some Quake3 people did

    You can have a look at those two maps on my website, direct link here:

    http://www.wesleytack.com/level.html

    The Q2 editor I used was Qoole 2.5

    For my Q3 map I used GTK radiant 1.2.11

  • Wesley Tack
    • July 24, 2006 at 5:24 PM
    • #25

    Ok, I updated the parking lot so it would fit the rest of the map more, and I must say you were rite, looks better

    [Blocked Image: http://www.wesleytack.com/level/styx/styx_45.jpg]

    [Blocked Image: http://www.wesleytack.com/level/styx/styx_46.jpg]

  • G-Man
    • July 25, 2006 at 10:50 AM
    • #26

    Fucking awesome!!

    That's a really nice map, and your models are great too!!

    I thought first it is a map from "No More Room in Hell", but than I've read your post...

  • Lee3dee
    • July 25, 2006 at 6:30 PM
    • #27

    freaking amazing looking map! makes me wish I had a better laptop to run Half-life 2

  • -HP-
    • July 26, 2006 at 2:27 AM
    • #28

    great map dude... you'r screenshots and you'r originality keeps stunning me

  • Rick_D
    • July 26, 2006 at 4:58 AM
    • #29

    thumbs up - lighting outside looks a little bland? There seems to be lots of opportunity to do things with fancy lighting there.

    overall, a great product of 3 months work

  • Mazy
    • July 26, 2006 at 11:33 AM
    • #30

    Looks really good and fun map. Quite an achievement for your first HL2 map, and in just a few months. Visually I think its sort of a mixed bag tbh. Most noticeably the parking lot and subway seem to kind of stick out

    Those tiles in the subway are just used way too much without any trims to, adding just some few around the ceiling would do wonders I bet. Also it seems just a tad too close to the ceiling, but maybe that’s just me. I know its kind of hard to make a parking lot look interesting, but those textures and colour schemes are really dull and just look way too bland. Also the lighting contrast in both the subway and parking lot is kind of all over the place, instead of having some more defined shadows that sort of outline the room. But by the little Source mapping I've done I really had a hard time getting some proper inside lighting, so I totally understand , it’s just a shame when the outside lighting looks so much cooler.

    Also as ferret mentioned it also has a somewhat HL1'ish feel to it in terms of claustrophobia, which I think is totally forgivable given the relative huge size of the outside.

    Anyway I hope I'm not coming on as mega negative here, I think it looks really good and just with some minor additions it could look great.

  • Wesley Tack
    • July 26, 2006 at 2:05 PM
    • #31

    Thx for the comments Mazy, no you don't sound like a mega negative guy, all your crits are valid. But i'll explain one or two of them:

    About the trims, as you will see, the whole map doesn't have many trims, this is for a reason. This map is build for Off Limits, and it will have a wall/ceiling walking alien. Since i'm not sure yet how that will work on trims i left them out, cause if the alien has to go over each trim thats lets say 8*8 units and the player has to move over each small trim like that it would be dumb after a while. But the biggest issue that would be is that the character animations would look extremly stupid seeing the alien turn 90° 3 times over a small 8*8 trim. So therefor i tried to stay as flat as possible with many of the surfaces.

    And about the subway/parking details. I really don't know what else to add there. I planned to add pipes in the subwaytunnel, but that would again be between 50 to 100 entities, and i don't have that much entity's left (i tried, i got errors.. to many ents ) And since subway tunnels are pretty bland in real life (same as parkings) i'm not gonna bother with them anymore. The mod needs more than one map (i started finalizing another map already).

    About the lighting being bland (Rick_D) I had to move the light_environment to -90 (straight down) because of the tall buildings when using an angle it darkens the map A LOT. I tried a lot of things (dozens) and mailed Valve about this. The only thing that worked "ok" was to move it straight down. If you look at the minimap, you'll see that the outside area is a lot brighter than when you look at the 1st person view. So there you can clearly see howmuch the brightness gets darker because of the surrounding buildings.

    -W

  • requiem2d
    • August 10, 2006 at 6:13 PM
    • #32

    Really nice Wesley, great atmosphere

  • Duff-e
    • October 8, 2006 at 6:44 PM
    • #33

    hate to bring back old threads but...did anyone else notice this?

    [Blocked Image: http://www.lightningfield.com/2005/03/033.jpg]

    times square lol...it also says espn zone in the corner of one of the map screens (another times square business)

    [Blocked Image: http://www.wesleytack.com/level/styx/styx_12.jpg]

  • Sa74n
    • October 8, 2006 at 7:06 PM
    • #34

    you, sir, are fastest person ever.

  • Duff-e
    • October 8, 2006 at 7:08 PM
    • #35

    shaddup :x

  • Wesley Tack
    • October 17, 2006 at 2:08 PM
    • #36

    haha, yea i did use a time square image my mate took when he was in New York.

    The JVC globe, the ESPN ZONE ads and the big ad from motorola is the one you see with all the lights at the bottom.

    Here is the picture:

    [Blocked Image: http://www.wesleytack.com/upload/IMG_0035.JPG]

    I use references for a lot of things, so someone is bound to recognize something they know sooner or later

    These props were all made by Reko Dave btw http://www.bestofthebeast.com/

  • Rek0
    • October 17, 2006 at 2:13 PM
    • #37

    thats me alright

    made these too. made for NMRIH but donated to OL as well

    [Blocked Image: http://www.bestofthebeast.com/sidework/bench_final.jpg]

    [Blocked Image: http://www.bestofthebeast.com/sidework/arcade.jpg]

  • Minos
    • October 17, 2006 at 2:17 PM
    • #38

    An arcade machine!! rad shit boy

  • Bic-B@ll
    • October 17, 2006 at 10:56 PM
    • #39

    that picture was taken standing infront of my dad's building

  • Wesley Tack
    • October 18, 2006 at 12:30 AM
    • #40
    Quote from Bic-B@ll

    that picture was taken standing infront of my dad's building

    Your dad owns a whole building in time square?

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