RCagent Posted August 5, 2007 Report Posted August 5, 2007 Made specifically for Half-Life 2: Deathmatch, this map is based on the Village from Resident Evil 4: Screenshots: Download Link: http://www.garrysmod.org/downloads/?a=view&id=18180 Enjoy!
Buddy Posted August 5, 2007 Report Posted August 5, 2007 WOW AWESOME DOWNLOADING NOW! /sarcasm off Terrain looks brushbased.
ShaDoW Posted August 5, 2007 Report Posted August 5, 2007 I'd love to give some criticism and advice, but I just wouldn't know where to begin. There is just so much wrong, ranging from the lighting, terrain, props, scale, textures to the brushwork... While this map is supposedly for HL2: DM, I don't actually see any weapons or items around on these pictures, was that the point or am I just not seeing them? The fact why these shots are taken in Garry's Mod is also puzzling me a little bit to be honest.
Skjalg Posted August 5, 2007 Report Posted August 5, 2007 It's obvious that this is one of your first maps. But to me, this is a great start. You should work some more on this though, but before you do; please open up one of the sdk maps and look at how valve made their maps for hl2 single player. You will learn a lot.
mjens Posted August 5, 2007 Report Posted August 5, 2007 It looks not bad but you can surely add more details to it. Before you will release your map give a beta version for some guys which are good in mapping so they will say you what is wrong and you will be able to correct that bugs and release better map. If it's your one of first maps it looks realy good... I'm waiting for more and a V2 of this map!
-HP- Posted August 6, 2007 Report Posted August 6, 2007 It's a good technique starting up taking as reference already made maps, I started this way as well! You got a long road ahead mate, keep up!
SnipaMasta Posted August 6, 2007 Report Posted August 6, 2007 The reason *some* people are being wankers is because it looks like it's Half Life 1 (and there's quite a few elitist people here). The brushwork is fine but you need to add more props and detail to make the environment seem believable and visually appealing. The terrain is also too bumpy in the last shot, and it's not smooth either.
GregBoffins Posted August 14, 2007 Report Posted August 14, 2007 (and there's quite a few elitist people here). Like Shadow for example? (people who think they are good, but in reality are very shit). Obviously it's one of his first attempts at a map, and he is heading in the right direction. The only advice I can give in a general sort of fasion, is it keep focused on what you want to achieve, and make sure you have reference for scale of things. After you've completed this map, focus on areas that you lack a bit of skill in, such as detail, or texture usage etc. Don't bit off more than you can chew
Bl1tz Posted August 14, 2007 Report Posted August 14, 2007 Like Shadow for example? (people who think they are good, but in reality are very shit). There are two main things wrong with the map as far as I can tell. 1) In Half-Life 2, you should be using displacements for your terrain. It's a great, easy to use feature of the engine that will make any outdoor maps look great. 2) There is a lack of detail in every single one of those screenshots. There are no props inside the house, no logs in the fireplace and no decoration other than a few patches of grass on the terrain. You need to design your levels such that they actually seem like functional places, especially when you're doing a realistic setting like a village. So think about what would actually be inside a house or what would be scattered around a village like this. For example, in the houses you could put food, utensils, artwork, cups, bowls, a rug, candles, weapons and other assorted things. For the outside you could place some bales of hay, carts/wagons, rocks, bushes and fences. You have some good ideas like the pile of logs in shot #4 and the table and chairs in shot #3 but you can't just stop and call your map finished with just those things for details. Expand on those ideas and really populate your level with items. Also make sure that you don't rely so much on brushwork for your map details. Higher poly props will help you make your map more immersive whereas brushwork like the logs breaks the player's immersion in the level. Finally, when you post screenshots online, make sure you take them in a higher resolution than you play the game and try to compose them so they really show your level off. Don't save as a low quality .jpg in MSPaint. Get a program called IrfanView if you don't have Photoshop and save your JPGS at 96% quality or higher. Good luck and happy mapping!
zeon Posted August 14, 2007 Report Posted August 14, 2007 this look like hl1... its way to square and lack details.
dux Posted August 14, 2007 Report Posted August 14, 2007 (and there's quite a few elitist people here). Like Shadow for example? (people who think they are good, but in reality are very shit). If that was an actual bash then, wow, sod off.
ShaDoW Posted August 14, 2007 Report Posted August 14, 2007 (and there's quite a few elitist people here). Like Shadow for example? (people who think they are good, but in reality are very shit). Oh please, my points about no weapons or items were valid. Dux & Fmpwn <3
SnipaMasta Posted August 14, 2007 Report Posted August 14, 2007 (and there's quite a few elitist people here). Like Shadow for example? (people who think they are good, but in reality are very shit). No, I wasn't suggesting that people were shit. I was saying some people here aren't very accepting of people with less skill.
GregBoffins Posted August 15, 2007 Report Posted August 15, 2007 (and there's quite a few elitist people here). Like Shadow for example? (people who think they are good, but in reality are very shit). If that was an actual bash then, wow, sod off. Typical brit.
GregBoffins Posted August 15, 2007 Report Posted August 15, 2007 (and there's quite a few elitist people here). Like Shadow for example? (people who think they are good, but in reality are very shit). No, I wasn't suggesting that people were shit. I was saying some people here aren't very accepting of people with less skill. Indeed and I hate that. People need to adjust the way they dish out the critism based on the level designers experience. A new level designer usually busts his balls to make something, and when someone gives quite harsh feedback it can be a little off putting, and in someways offensive, since he poured so much time into it, he thinks his work is quite good.
Recommended Posts