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JB_Arroyo ... No not that Arroyo!

  • IZaNaGITheKorn
  • July 19, 2007 at 2:13 PM
  • IZaNaGITheKorn
    • July 19, 2007 at 2:13 PM
    • #1

    Hiya everybody, some of you may know of me from Interlopers but although i have been registered here for a while i've never introduced myself or posted any of my work. I'm a long time mapper for HL2 and now mapper for Jailbreak: Source (http://www.jailbreaksource.com/) where i'm responsible for new map, model and texture content. I'd just like to pimp my latest map that will be released in the next couple of months with Jailbreak 0.4, as well as muster up some new support for our mod (which BTW is being built up from the ground by only 4 of us).

    Set in a gulley or Arroyo far off in a nonsensical future, this is a completely team based affair with 2 opposing bases.

    Heres some screens ...

    [Blocked Image: http://www.btinternet.com/~robnik.molde/newarroyo1.jpg]

    [Blocked Image: http://www.btinternet.com/~robnik.molde/newarroyo2.jpg]

    [Blocked Image: http://www.btinternet.com/~robnik.molde/newarroyo3.jpg]

    This is the red base, leading into the gully. the displacements still need some work but you get the gist.

    [Blocked Image: http://www.btinternet.com/~robnik.molde/newarroyo4.jpg]

    [Blocked Image: http://www.btinternet.com/~robnik.molde/newarroyo5.jpg]

    [Blocked Image: http://www.btinternet.com/~robnik.molde/newarroyo6.jpg]

    This is the blue base which again leads to the gulley area which connects them both together.

    [Blocked Image: http://www.btinternet.com/~robnik.molde/newarroyo8.jpg]

    [Blocked Image: http://www.btinternet.com/~robnik.molde/newarroyo91.jpg]

    And a couple of random images from other areas of the map. I'm really interested on your thoughts/comments, and i hope you like the shots as i like to think there a good taster of the other content which will be available in next version of JB, which apparently has suffered so far due to its lack of custom content.

    Thanks everyone!!!

    IZ

    http://www.jailbreaksource.com/

  • ifO
    • July 19, 2007 at 2:32 PM
    • #2

    The rock, mud and grass textures I really don't like, the rest is pretty damn nice.

    In particular the grass is way too 'acid' green and the blend between grass and mud comes out looking like some crazy radioactive glow.

    A stronger rock texture with a good normal map would really make this, so I'd encourage you to get a source texture from http://www.cgtextures.com/ and make a really strong normal map using CrazyBump.

    (Example I did: http://aycu04.webshots.com/image/21323/ ... 711_rs.jpg Not perfect with the lighting/specularity but you get the idea)

  • IZaNaGITheKorn
    • July 19, 2007 at 2:44 PM
    • #3

    Nice!! I'll look into that then. The wife also mentioned how green the grass was, maybe i should start listening to her Thanks mate!

  • MrBaracuda
    • July 19, 2007 at 4:58 PM
    • #4

    Your rocks could use some more variety and a less squared shape.

    How much of the map is seen here and how much of the whole map is taking place on more than one height level?

  • spacer
    • July 19, 2007 at 10:36 PM
    • #5

    I really like this map, very halo-esque. I personally like the idea of a one level map, I think it'll play quite well. The grass and rock textures need reworking though, as ifO's said.

    Really wants to make me start my JB map D:.

  • IZaNaGITheKorn
    • July 19, 2007 at 11:16 PM
    • #6
    Quote from MrBaracuda

    Your rocks could use some more variety and a less squared shape.How much of the map is seen here and how much of the whole map is taking place on more than one height level?

    Aye, as already stated i'm still working on the displacements despite the fact the rest of the map is pretty much complete and i will increase the texture size of the cliffs as well as add a bit of spice to them using bumpmaps. You can see about half of the map in the screenshots and the map actually has two levels split at about 70% by 30%. Is only having one level a problem anyway?

    Anyway, thanks for the comments thus far, i really appreciate everyones views, be it positive or negative!!

  • Rick_D
    • July 20, 2007 at 12:44 AM
    • #7

    multiple levels of height make a map more interesting to play - you are not just swiveling your mouse left and right, but worrying about up and down too.

  • dux
    • July 20, 2007 at 3:54 AM
    • #8

    I like it. But one thing thats getting on mah tittehs is those silver pipes going across the ceiling in this shot (on the right) :

    [Blocked Image: http://www.btinternet.com/~robnik.molde/newarroyo91.jpg]

    And thinking about it I'm not too keen on those rusty grate decal covers, either.

  • JeanPaul
    • July 20, 2007 at 5:06 AM
    • #9

    Anything HL2 in any of those shots needs to be gone, right now. Especially the pipes. But it looks pretty good otherwise, if not a bit simplistic in the textures.

  • MrBaracuda
    • July 20, 2007 at 5:54 AM
    • #10
    Quote from IZaNaGITheKorn

    You can see about half of the map in the screenshots and the map actually has two levels split at about 70% by 30%. Is only having one level a problem anyway?

    Quote from Rick_D

    multiple levels of height make a map more interesting to play - you are not just swiveling your mouse left and right, but worrying about up and down too.

    I'm not sure if I am right, but since it looks like some sort of CTF map with two bases and those very similar, I suppose you just mirrored the bases. So, since I cannot see many height differences, my guess is that your map will most likely be boring, if not at least for me.

    You could get in some additional routes; for example one that ends at the waterfall above the corridor, so there's just a hole you can pop out of. Stuff like that on a different level. Post a layout if you can

  • IZaNaGITheKorn
    • July 20, 2007 at 12:11 PM
    • #11
    Quote from MrBaracuda

    Post a layout if you can

    Narr that would be far too difficult for me buddy :wink: ... oh wait there, ...

    [Blocked Image: http://www.btinternet.com/~robnik.molde/arroyo2.jpg]

    Its a bit old and has changed a small amount since this was taken. Your entitled to your opinion of course, thats why i posted this here after all

    Quote from Rick_D

    multiple levels of height make a map more interesting to play - you are not just swiveling your mouse left and right, but worrying about up and down too.

    I see what you mean, and that go's without saying Gabe. As stated though there are 2 levels for that reasoning but if people are more concerned about this i'll be sure to make my next JB map have more levels for interests sake. I guess my main concern this time was create something more balanced then any previous map i have built and i got sidetracked because of that.

    Dux, i didn't really see a problem with them before, but they are kinda random looking in this image (too bright maybe) :wink: nothing i cant reskin though and i'll change the man holes to a custom one that blends in more! Ta mate!!

  • Rick_D
    • July 20, 2007 at 12:33 PM
    • #12

    why did you call me Gabe?

  • IZaNaGITheKorn
    • July 20, 2007 at 1:10 PM
    • #13

    Just pointing out that i remember you posting on older maps of mine at Interlopers a couple of years back, except you went by the name Gabriel Logan back then :wink:

  • Rick_D
    • July 20, 2007 at 1:12 PM
    • #14

    ah I see, odd - you made that map with the big cityscape and lots of nice lighting right?

    Well, this map isn't as good as that

  • Skjalg
    • July 20, 2007 at 1:14 PM
    • #15
    Quote from Rick_D

    why did you call me Gabe?

    I thought that was your name Rick?

  • IZaNaGITheKorn
    • July 20, 2007 at 1:28 PM
    • #16

    LOL Yeah you cheeky git at least your honest

  • JAL
    • July 20, 2007 at 1:30 PM
    • #17

    the map looks good, lighting is ok, brushwork is ok.

    All around goodie, but nothing that blows my mind away.

    Looks well suited for an arcade-type fast gameplay.

    Might look a bit more interesting if you maybe had a coloured light_env.

    Right now you can see the red dustclouds in the skybox but the

    "harsh desert sandstorm" feel doesn't relay into the area of gameplay

    in any way.

    Just a few of my thoughts.

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