⌐■_■ Posted December 16, 2006 Report Posted December 16, 2006 brushwork is not everything. I disagree. I find the majority of Source maps do not take advantage of the ability to jam pack levels full of brush details. I guess there is a balance between props and brush detail that is to be made, but seriously, the whole displacement map filled with props shit is getting old, fast. I'm glad there is a community of mappers that know this, though. <3 core I didnt say props are everything what i ment is that leveldesigners shouldnt focus too much on detail on brushwork in general. i find balance and smart brushplacement more important. for instance, look at the hl1 maps from Neil Manke (they hunger), he doesnt add too much detail in his levels but theres an consistent style noticeable and a grand atmosphere. i think that definitly goes for hl2 maps too. good lighting, a consistent style and good, smart and creative placement of brushes is so important. to be frank, im getting tired of all ppl staring themselves blind on the detail, like thats the only element of leveldesign.. im not saying its not important though.. but, what youre basicly saying is; is that you find brushwork is everything? Quote
alexroyce Posted December 17, 2006 Report Posted December 17, 2006 Thanks guys! I'm happy you guys like it. I busted my ass to finish the last room. I was going to make it completely indoors, but I thought I'd keep the pattern and leave it a bit open. http://img329.imageshack.us/img329/3113/21ab8.jpg http://img183.imageshack.us/img183/1686/3wg7.jpg http://img183.imageshack.us/img183/2459/2gx9.jpg That's it for the layout. Now I can focus on the textures and the detail. I'll make a new thread for all of that probably tomorrow. I'll stop posting in the WIP thread now. You should consider making some faces have more detailed lightmaps as theres a lot of great opportunities for kick ass shadows to heighten the atmosphere. Edit: Looks like its been released Quote
OnboardError Posted December 18, 2006 Report Posted December 18, 2006 textured a little... no props.. or anything of the such.. but just a idea of how its coming along. Quote
ken20banks Posted December 19, 2006 Report Posted December 19, 2006 thats a nice building onboarderror Quote
Wesley Tack Posted December 20, 2006 Report Posted December 20, 2006 I'm finalizing a second map for Off Limits, it's actually the first map we made, but it's been through so much stages I've lost count. It's a map designed by Purerage, I'm making the final touches to get it in the Off Limits release asap. Quote
JeanPaul Posted December 20, 2006 Report Posted December 20, 2006 The props look nice, but that room is -literally- a prop box. Quote
Nysuatro Posted December 20, 2006 Report Posted December 20, 2006 Where are the old days when we used brushes for that ^^ Those machine need a bit more scratches i think. They are only dirty. Like scratches on the corners. Quote
st0lve Posted December 20, 2006 Report Posted December 20, 2006 Yeah, from being soo close to a wall that blowed up they are really clean. Quote
dissonance Posted December 20, 2006 Report Posted December 20, 2006 Where are the old days when we used brushes for that ^^ Those machine need a bit more scratches i think. They are only dirty. Like scratches on the corners.and some normalmap dents! Quote
Wesley Tack Posted December 21, 2006 Report Posted December 21, 2006 I'm not someone who put every detail in map props, cause people will walk through that room in 2 seconds (if not 1) so they wont look much to any details. Also, I could have broken it up more, but I think a smooth gameflow is more important than some more broken up props that take more space and give more edges for a player to get stuck upon or bump against (which is very annoying in a multiplayer game). Thats just my opinion. Quote
Nysuatro Posted December 21, 2006 Report Posted December 21, 2006 I'm not someone who put every detail in map props, cause people will walk through that room in 2 seconds (if not 1) so they wont look much to any details. Also, I could have broken it up more, but I think a smooth gameflow is more important than some more broken up props that take more space and give more edges for a player to get stuck upon or bump against (which is very annoying in a multiplayer game). Thats just my opinion. Well you got a point there. But you asked for comments on you prop and this just came to me. because i am not playing the map but i am focused on this prop. Quote
Psy Posted December 21, 2006 Report Posted December 21, 2006 I hate having absolutely no ideas for a map =/ Quote
Sa74n Posted December 21, 2006 Report Posted December 21, 2006 time to buy some good dvds or go to the movies.. or just go outside in general you'll find loads of inspiration on flickr as well. Quote
Wesley Tack Posted December 21, 2006 Report Posted December 21, 2006 I didn't ask for comments, I just wanted to add to the WiP thread Psycho: Why not reconstruct the WTC, I wonder why no one ever did that actually. Would be cool to have the plaza + 2 WTC towers and being able to go up and defuse a bomb... CT's start at the bottom, T starts at the top. You could make it pretty cool with two bomb spots in tower 1 and 2. Heck I'd make it if i didn't have to map for off limits Quote
Rick_D Posted December 21, 2006 Report Posted December 21, 2006 That's pretty tasteless ;D Oh and Source's collision models mean you won't have every angle and edge colliding with the player, you know that, you're just making excuses ;D Quote
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