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dm_metro

  • Psy
  • August 19, 2006 at 2:08 PM
  • Psy
    • August 19, 2006 at 2:08 PM
    • #1

    Here is my first map for HL2DM.

    [Blocked Image: http://killthecamper.tjbp.net/work/maps/dm_metro/dm_metro0002.jpg]

    [Blocked Image: http://killthecamper.tjbp.net/work/maps/dm_metro/dm_metro0009.jpg]

    [Blocked Image: http://killthecamper.tjbp.net/work/maps/dm_metro/dm_metro0007.jpg]

    [Blocked Image: http://killthecamper.tjbp.net/work/maps/dm_metro/dm_metro0008.jpg]

    It's based around an abandoned subway due to fact that a tragic accident happened.

    I've yet to model a replacement for the blue sign and I'm going to model a twisted train track aswell.

    Comments are welcome

  • Sindwiller
    • August 19, 2006 at 3:27 PM
    • #2

    Looks very nice! Keep up the good work!

    Well, you should fill the places on picture 3 and 4 with some debris, dont you think?

    Wfr, Sindwiller

  • Minos
    • August 19, 2006 at 4:39 PM
    • #3

    You need better textures. Those textures don't look they belong in a subway station at all. You also need to work more on the wreck. It looks a bit fake tbh.

  • Erratic
    • August 19, 2006 at 4:52 PM
    • #4

    I agree with mino, there's not a whole lot that defines the map as a subway other than the train and a couple other details. Most of the areas could be mistaken for something else. Try to add more details to bring out the abandoned look a bit more, right now it just simply looks grungy and dirty.

    Thing's like rubble, broken pillars and dust could add to the atmosphere as well.

    Keep at it

  • BlueCoatKarma
    • August 20, 2006 at 2:37 AM
    • #5

    Looks pretty good. Here's some specific criticism (obviously it's up to you - take it or leave it.)

    In the first shot, it's too obvious that the rails are brushes, especially since you used the same thing (copied+pasted) on both levels. Also, what's the access like to the platform on the right side of the shot? If it is a platform, it should have details (like a yellow caution line) and a railing like the other side does. If it isn't a platform, what is it? Right now it seems like a convenient path with very little detail and a big pipe at one end. The collapse looks pretty good though, I have to say.

    The second shot is too grungy and concrete-y. If this were a train station or subway you'd expect tiles, not just bare concrete in a lobby/waiting area. You can get away with concrete down below on the platforms (first shot) but not in an open area. Make this distinct from the rest - add some windows or turn the lighting way up and make this area brighter. Make players nostalgic for the station's glory days or something. It's totally up to you, but I think the "was pretty at one point but now it's covered in dirt" look would serve you better in this area. Also, add some sides to the arch up above in the background - it looks a bit HL1-ish right now. Consider raising up the horse statue on a pedestal (not higher than 64 units though or people can't see over it) and putting the benches around it it in a circle with just a couple of them "broken" - the way they're strewn about right now seems a bit excessive. Visually the floor is okay, but game play-wise I think having something in the middle would make things more interesting. Overall, the rest of the geometry is pretty good.

    Shot three/four arenice and distinct with geometry and lighting. It's very blue-gray, but that might be okay if this is a small area. If those are stairs going down in the back right side of the shot, consider adding railings on the sides. Is there stuff underneath the grating? Maybe add steam coming out, or different lighting beneath the grate. Also, why is there a grating in the middle of the floor? Maybe try to add a visual cue hinting that this area was accessible at one time; that there was a grating for a reason. Maybe the pipes could even come up through it and you could move it next to a wall. You need something to break up the ceiling a bit here, even if it's only vents. What's powering that light by the way? Also, consider turning up the brightness on those lights or turning down the ambient blue-ness. Replace the DO NOT ENTER sign with a caution sign - it's too obviously a road-sign. Finally, the wall texture makes no sense. Why is there a grimy water-line a foot off the ground? (Although that could have a place somewhere else if part of the abandoned station is flooded.)

  • dissonance
    • August 20, 2006 at 4:27 AM
    • #6

    Seems to me that if you simply made the spaces a bit smaller, especially in the third and fourth shots, they'd look alot better. Or you could just add some brush-based details on the walls, somewhere, or some pipes.

    The first shot reminds me too much of HL1 for some reason.

  • Psy
    • August 20, 2006 at 10:28 AM
    • #7
    Quote from BlueCoatKarma

    Looks pretty good. Here's some specific criticism (obviously it's up to you - take it or leave it.)In the first shot, it's too obvious that the rails are brushes, especially since you used the same thing (copied+pasted) on both levels. Also, what's the access like to the platform on the right side of the shot? If it is a platform, it should have details (like a yellow caution line) and a railing like the other side does. If it isn't a platform, what is it? Right now it seems like a convenient path with very little detail and a big pipe at one end. The collapse looks pretty good though, I have to say.

    The second shot is too grungy and concrete-y. If this were a train station or subway you'd expect tiles, not just bare concrete in a lobby/waiting area. You can get away with concrete down below on the platforms (first shot) but not in an open area. Make this distinct from the rest - add some windows or turn the lighting way up and make this area brighter. Make players nostalgic for the station's glory days or something. It's totally up to you, but I think the "was pretty at one point but now it's covered in dirt" look would serve you better in this area. Also, add some sides to the arch up above in the background - it looks a bit HL1-ish right now. Consider raising up the horse statue on a pedestal (not higher than 64 units though or people can't see over it) and putting the benches around it it in a circle with just a couple of them "broken" - the way they're strewn about right now seems a bit excessive. Visually the floor is okay, but game play-wise I think having something in the middle would make things more interesting. Overall, the rest of the geometry is pretty good.

    Shot three/four arenice and distinct with geometry and lighting. It's very blue-gray, but that might be okay if this is a small area. If those are stairs going down in the back right side of the shot, consider adding railings on the sides. Is there stuff underneath the grating? Maybe add steam coming out, or different lighting beneath the grate. Also, why is there a grating in the middle of the floor? Maybe try to add a visual cue hinting that this area was accessible at one time; that there was a grating for a reason. Maybe the pipes could even come up through it and you could move it next to a wall. You need something to break up the ceiling a bit here, even if it's only vents. What's powering that light by the way? Also, consider turning up the brightness on those lights or turning down the ambient blue-ness. Replace the DO NOT ENTER sign with a caution sign - it's too obviously a road-sign. Finally, the wall texture makes no sense. Why is there a grimy water-line a foot off the ground? (Although that could have a place somewhere else if part of the abandoned station is flooded.)

    1) There is a yellow caution line at the end of the platform. It's just difficult to see because of my crappy gfx card.

    2) I agree with the architect. I've yet to add more compilcated details but how would making the lighting brighter make it look any better? If it's supposed to be abandoned there it's supposed to be all grungy.

    3) There is stuff under the grating, it just doesn't show up to well. There is supposed to be steam there but it's not coming through for some reason. Maybe I should add a light there. So that's just a bug that needs fixing. I will consider moving the grate further towards the wall and will add railings along the staircase. The main reason I choose blueish lights is to make the area contrast against the platform and to keep it more interesting.

    All good points, thanks.

  • Psy
    • August 23, 2006 at 1:45 PM
    • #8

    [Blocked Image: http://img209.imageshack.us/img209/9679/dmmetro0011jh7.th.jpg]

    [Blocked Image: http://img247.imageshack.us/img247/6716/dmmetro0012og4.th.jpg]

    I've varied the lighting, added more details and moved some props around a bit.

    Any better?

  • Dennispls
    • August 23, 2006 at 2:17 PM
    • #9

    Textures appear to be oversharpened and look very annoying ingame

  • Psy
    • August 23, 2006 at 2:25 PM
    • #10

    That's my gfx card. Can't help that.

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