BlackPanther
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Everything posted by BlackPanther
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If you can keep the FPS up in that 1 huge room, you got a winner. Use the side tunnels to get up higher and put the most powerful weapons right smack in the middle.
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Lets make it even more interesting and youll have to make a HL2 DM version as well!
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The Hows And Whys of Level Design - Released!
BlackPanther replied to Hourences's topic in Level Design
I consider myself to know a lot about level design despite my lack of releases, i worked on a lot of different engines since 1997 and i still learned a thing or two reading the exerts from your book on your website. In particular the gameplay/layout part and comparing them to highly successful maps ive seen across different games, it was very accurate. The lighting part especially caught my attention to concepts i never thought of. -
i swear ive played through one of your maps before. most probably your de_dust-like map
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Wow. Impressive feat of mapping my friend. Very impressive. It doesnt feel like you're comfined to a city block either. It feels like GTA and everywhere is accessible... and you can get shot from anywhere too This baby must take you forever to compile. oh and i gotta ask.. how much of the Hammer grid did you use?
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Yeah theres a big problem in your map, its not consistant detail wise. It does look like you focused on one part and then added other parts with less detail. Also, the lack of shadows around the cars/misc other models ruins the lighting a bit.
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my god.... its... beautiful
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unroll the sleeves imo.
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youre making me wanna replay UT again.... DAMN YOU! Especially with the unreal4ever mod.
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Go even further i say. Make it an automn setting and rain falling, wash down the brick texture and add puddles of water around.
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Is that the car from Vanishing point?
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very nice. Neat and clean. Now it just needs better windows and a nice city scape around it.
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My suggestion is mostly for the lighting. On a real gas station, youd expect poeple mostly coming to gas up, so you should put in light specifically for that reason, around the gas tanks and to light up the way towards the inside to pay for it afterwards. Also, one might need to get into the garage, so a bit more lights on it and a sign, either on top of the roof that is over the gat tanks or one that is seperate near the road would do. Inside, dont use spotlight type lights, rather go for the "flood" lightning that comes from fluorescent lights. Also, might i suggest a beer neon sign in the windows?
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those shots are emo.
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me 2. that first pic is calling for me.
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The textures one could make with these shots would be friggin awesome. As far as making a map out of it... theres a ton of vertical action going on. with very little room to maneouver. The city is like on the side of a very steep hill, so youd have to make the player criss-cross left and right so he can barely see downwards amongts all of the houses. Reminds me a lot of LOST COAST actually... with a mix of AVANTI from TFC.
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reminds me of a mix between de_airstrip and de_prodigy which isnt a bad thing mind you what bothers me is the outside is supposed to be pretty dark with the current skybox, yet its very bright.
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Looks good but most of the hallways are too squarish. I like the walkway on the first shot. The windows in the 3rd shot could be a little less white. The lightning is too diffused in most of the rooms, not enough contrast.
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Its all pretty damn good looking. The problem with your map surely doesnt imply a lack of skill, far from it. Its the "idea" youre trying to convey with the environment. One thing though, its very square. It might be becuase of the gameplay/the mod, but id try to make it less blocky/simetric in the looks.
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Landscape, LongCampus, MassiveCampus, DeathCampus..What Ever
BlackPanther replied to MaMuS_lol's topic in Level Design
Your Wpoly count is impressive. -
The layout kinda reminds me of DE_Dust 2. The CTs start near A as well, but between the 2 bombsites. Here's a suggestion: Time yourself with your knife out, how much time in average it takes you to get from the CT spawn to B. Do the same for the Ts and make sure its less time for the CTs then the Ts. And with enough seconds for the Cts to mount a defense, and enough room to not get nade spammed upon their arrival.
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According to that picture, you could model the last story of those houses and the pointy rooftop. -Get some more appropriate railings and street lights. -Curve the road -A lots more trees. The area between the sidewalk and 2 house doors needs to be grass. -A darker bricker color, more red-ish -Street signs
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Fair enough Can we have a shot of the layout form a top down 90° view? One thing i will suggest, no matter what the current deal is with the map, is to make it so it doesnt feel like your are making the ruins fit the layout, but rather make the paths and layout you want your players to follow fit the ruins. That was my lil gripe about DE_Aztec. Although its a nice looking map with great flow, the map didnt feel like it was an actual aztec temple. Back in those days they didnt have counter-strike And they certainly didnt build their wonderful structures in the hopes someone would recreate em... you following me? What i mean is, if you want the player to go from A to B, dont MAKE the path with the layout, Punch a hole through the layout to do it. If it would be faster to go through a wall, destroy that wall.
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I mostly browse and give small feedback. My mapping career ended up short long time ago but i still learned a lot for HL 1 mapping.
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hey if it looks pretty, go for it
