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[HL2DM] Streetfight

  • t-lk | metal-simon
  • July 18, 2007 at 9:59 PM
  • t-lk | metal-simon
    • July 18, 2007 at 9:59 PM
    • #1

    Hi guys!

    This is a beta version of my first map.

    Behind the APC is nothing, but, it´s just a beta! :wink:

    In another Version the street is much longer.

    I know, it isn't a good map...

    Most of the textures are just placeholder.

    Sorry for deleting most of the Pics, but, like you said, the map is too worse.

    And, I repeat:

    THIS IS MY FIRST TRY EVER!!!!!!

    [Blocked Image: http://www.pic-upload.de/thumb/18.07.07/yhvl3s.jpg]

    [Blocked Image: http://www.pic-upload.de/thumb/18.07.07/hflvrb.jpg]

    [Blocked Image: http://www.pic-upload.de/thumb/18.07.07/wut5w.jpg]

  • NykO18
    • July 19, 2007 at 12:28 AM
    • #2

    Ouch, is it the end of mapcore ?

    This map is really.. really.. hum.. special.

  • JeanPaul
    • July 19, 2007 at 12:43 AM
    • #3

    Don't. Release.

  • FMPONE
    • July 19, 2007 at 1:00 AM
    • #4
    Quote from NykO18

    Ouch, is it the end of mapcore ?

    Spend some time looking at other people's (focus on Turtle Rocks for now) maps and try to capture some of the eye for detail and the importance of texturing. You haven't ever seen a wall that looks like that in your life unless we're not living on the same planet, so don't use the texture. "Is this plausible?" Is your new criteria

  • Buddy
    • July 19, 2007 at 2:20 AM
    • #5

    O.M.G.

    I'm with JP and Pone.

    That's a sideeffect of not leaving home and just imaginating how real world looks like... maan.

  • Psyshokiller
    • July 19, 2007 at 3:26 AM
    • #6

    Buddy your avatar is wonderfully fitting to "O.M.G"

    Simon, try to find some references photos of citys or whatever and compare what differs your map/geometry from the reference. Also there are lots of scaling issues, rooms are to high.

  • t-lk | metal-simon
    • July 19, 2007 at 4:51 AM
    • #7

    It's my first try and just version 0.01...

    Or something like that! :D

  • MrBaracuda
    • July 19, 2007 at 6:00 AM
    • #8

    I went blind after seeing the 2nd pictar

  • twiz
    • July 19, 2007 at 6:36 AM
    • #9

    Oh come on guys, I've seen MUCH MUCH MUCH worse 1st tries. Give the guy a break.

    Just keep at it. Look at other people's work, go run through a few levels of HL2 and see how they use floor textures/wall textures etc together. Thats the first big learning curve, is using textures appropriately. The size/scaling issue just takes some time to know how big things 'look' in game. After that you can start to worry about props/entities/lighting(!!!) etc.

  • t-lk | metal-simon
    • July 19, 2007 at 8:46 AM
    • #10

    Thanks, twiz. That is the most friendy comment of all!

    Now, which textures should i use?

  • Josch
    • July 19, 2007 at 10:02 AM
    • #11

    Hmm, the textures aren`t the worst thing in your map.

    Please improve the lighting. Choose lights with less contrast to the world. Dont make them too bright, dont use white lights....

    Set them in positions where they wont cast too sharp shadows.

    (btw: you don`t live together with a Martha and an Andi in Trier, don`t you? (just a question of interest^^ i slightly know a simon from trier, maybe it is you ))

  • Rick_D
    • July 19, 2007 at 10:18 AM
    • #12
    Quote from t-lk | metal-simon

    Now, which textures should i use?

    yeah and how long is a piece of string - it's not like some magical texture that we've been hiding from you is going to make your map amazing.

    where did this influx come from? Has someone been talking about mapcore on other forums?! Loose lips sink ships...

  • t-lk | metal-simon
    • July 19, 2007 at 10:52 AM
    • #13
    Quote from Josch

    (btw: you don`t live together with a Martha and an Andi in Trier, don`t you? (just a question of interest^^ i slightly know a simon from trier, maybe it is you ))

    No, sry, i don't know a Martha and an Andi.

  • SnipaMasta
    • July 19, 2007 at 11:22 AM
    • #14

    Jesus christ, this guy comes and says it's his first try and you're all being extremely helpful by bluntly saying it sucks. It's his first try. Quit being assholes.

  • Psy
    • July 19, 2007 at 12:02 PM
    • #15
    Quote from SnipaMasta

    It's his first try. Quit being assholes.

    QFT.

    First Screenshot: What's going on with the textures? The blue strip is supposed to be aligned to the bottom. Also, the red light appears to have no light source and doesn't really work well with the white textures.

    Second Screenshot: The lights are WAY TO BRIGHT! It's like you left the default value. Use something more suitable for the light source such as a brightness of 50. Change the light colour as well. Hell, why not look here.

    Third Screenshot: What's going on here? I would claim that it is fullbright if it weren't for the shadows (which are casting in the wrong direction btw) use the following guides.

    Choose a sky you like from here and use the corresponding light_env settings from here.

    That's how you crit people.

  • Seldoon182
    • July 19, 2007 at 12:58 PM
    • #16
    Quote from SnipaMasta

    Jesus christ, this guy comes and says it's his first try and you're all being extremely helpful by bluntly saying it sucks. It's his first try. Quit being assholes.

    Quote for true mate !

    -t-lk | metal-simon, this tutorial is helpful for novice.

    Keep testing. :wink:

  • t-lk | metal-simon
    • July 19, 2007 at 12:59 PM
    • #17
    Quote from Rick_D

    yeah and how long is a piece of string - it's not like some magical texture that we've been hiding from you is going to make your map amazing.

    Just say a few examples i can use for the walls and floors.

  • Rick_D
    • July 19, 2007 at 2:27 PM
    • #18

    yeah I'll just go and make a list of textures and then maybe take some screencaps and give you the names of them too; it'll save you the trouble of opening the texture browser and looking at them for yourself.

    brb I'll just go and do that for you now.

  • MrBaracuda
    • July 19, 2007 at 4:59 PM
    • #19

    Sorry to tell you this simon, but rick moved to Mexico.

  • Skjalg
    • July 19, 2007 at 5:33 PM
    • #20

    A good start there, you probably should spend a couple of days, perhaps weeks before you show anyone tho Level Design isn't something you can throw together in 3 hours and expect awesome critics

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