PhelgeNanker Posted December 2, 2016 Report Posted December 2, 2016 (edited) Forsaken Courtyards Game: Half-Life 2 Map Name: HL2_Odyssey_M3_ForsakenCourtyards Context: Part of the HL2_Odyssey project Time spent developing: Week 4 of 8 (at 50% work hours) Estimated playtime: 5 min Description & Background In the HL2_Odyssey project I am one of 13 level designers. In my level, taking place early in the campaign, the player emerges from the sewers onto an open courtyard, armed with a crowbar and pistol. The area is infested with zombies, which combine forces are trying to subdue. You have to make your way through the area, fighting off both zombies and combine soldiers armed with SMGs. Role in the campaign Since the previous level is a sewer, with narrow corridors and a darker aesthetic, I wanted my level to go in the opposite direction, with more open spaces and long range encounters. I also aimed to make a level that made the player return to the same area several times, but from different vantage points. In order to make it easier for the player to navigate and get a sense of progress, the statue is placed so it can be seen from several places in the level. Alpha build Below is a build of my map. I would greatly appreciate any feedback you would give me! To download the map <Click here> Alpha screenshots Edited December 2, 2016 by PhelgeNanker BjornFred 1
will2k Posted December 4, 2016 Report Posted December 4, 2016 Welcome to mapcore, hope you enjoy your stay Nice touch at the very start welcoming the player with the combine fighting the zombie. Good job keeping the central plaza/horse statue as center of interest/focus. Some indoor locations/rooms were pretty dark and will need your attention with lighting especially if enemy encounters are to happen there. The environmental lighting could use a bit of boost as it is a bit flat right now (a different skybox with different lighting setup, or tweaking the current values of brightness/ambient, use HDR with tonemap control, etc..) Keep it up BjornFred 1
PhelgeNanker Posted December 5, 2016 Author Report Posted December 5, 2016 Thanks, it's goning to be interesting to check out the other threads a bit more And thanks for taking the time to give me feedback! I'll definitely keep the lighting in mind a lot more.
Recommended Posts