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WIP in WIP, post your level screenshots!


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Posted

Yeah they're initially nice when you start using Source after being used to GoldSrc, but that's exactly why they seem nice -- they are familiar. Too familiar. Once you get past the fact that the tools are familiar to you, you realise what you're missing. Tinkering with Doom3 ed was an eye-opener to say the least.

The only major advance in the mapping side of things (imho) is the entity I/O system which is far, far superior to the old way of doing things. While Valve has definitely improved the SDK and the engine, it's not adding up to huge leaps forward. The tools in particular haven't had much in the way of upgrades since the SDK was released. What's hammer had? All I can think of is model rendering in the viewports and new model viewer which itself has various bugs (can't navigate using mouse in certain areas) and design issues (doesn't cache results, can't open it as a child window for easy selection & placement etc). I remember learning to compile a prop for the first time... oh fun times. It's not so bad now that I've been making props for years, but it could be so much easier and intuitive. You can definitely make some great stuff with source, but I agree with Wunderboy. It could be so much better.

Posted

Yeah they're initially nice when you start using Source after being used to GoldSrc, but that's exactly why they seem nice -- they are familiar. Too familiar. Once you get past the fact that the tools are familiar to you, you realise what you're missing. Tinkering with Doom3 ed was an eye-opener to say the least.

You run into that with every toolkit, though, and the grass is always greener. :) While working in Radiant, there were plenty of things I missed about Hammer, and now working in Unreal there's plenty of things I miss about both Radiant and Hammer - but when I go back to one of those, I miss things from UnrealEd. Some people swear by GTKRadiant over stock Q3/D3 Radiant, but to me I see an editor that's thrown out all the usefulness of the stock stuff in favor of a far clunkier interface.

All 3 of these editors (Hammer, Radiant, UnrealEd) use variations of tools that are virtually unchanged in the last 10 years. Each company is so rooted in their respective toolkit, that radical change just isn't worth it, so you get incremental updates that they've built to improve their own workflow.

Posted

I think you have a great sense of athmosphere and scenery but your maps lack detail. You need to give the brush- and the texturework the attention they need.

Then your maps will be awesome.

I agree, it looks rushed.

Posted

i am not a fan of the purple roof

actually i think thats a graphic card bug.. could be some AF screwing things over, if he has a nvidiacard, that could be the problem.

Posted

Heya,

indeed, I've got a 7600 GT installed. Might be the problem.

I'll replace the textur and ban it from my further work... didn't like it very much anyway, but I thought that would be just my opinion :).

Hm... yeah, it does lack detail, that's true... but it's a WIP, as I said before, there's nothing final about it yet.

emotzoid.gif

My way of working through a map is, after the paperwork stuff, to first make a rough version of the brushwork, add athmosphere, lighting and some eyecandy so the impression of the map isn't falsified and then give it the polish after the rest is done. That's why I agree it does look rushed in some places.

On the other hand, it'd be a great help if you could be more specific and give me some hints on what you miss in the detail part. After all, I've always been profiting a lot from you expert people's criticism :).

- Albatros

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