GoldenEye: Source Forums
Editing and Customization => Community Content => Topic started by: Zippy on January 24, 2011, 09:44:11 am
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For Goldeneye: Source. I'm trying to improve my crap designing skills and to get a better feel of Hammer.
(http://img829.imageshack.us/img829/1161/w01.png)
(http://img521.imageshack.us/img521/8248/w02.png)
(http://img200.imageshack.us/img200/7116/w03.png)
Not finished with this room.
(http://img20.imageshack.us/img20/1494/w04.png)
Not real NPC's, but prop_dynamic does enough for now.
If this map ends up being good, it might be released. I'm not hot on the idea though.
I know my sig says that I'm working on ge_tunnel, but I've lost that map and I still wanna use that tiny picture for reference.
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hey, I like it, especially the lightning.
If this map ends up being good, it might be released. I'm not hot on the idea though.
why not? that´s the wrong attitude. try to make your map the best thing that will ever happen to this mod. and as far as I can see, there´s nothing wrong your skills.
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I am curious how you came up with the name for the map, because to me, it doesn't make sense :P
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People package deadly gasses in wood crates. People do that right?
Edit: In all seriousness though, it's "warehouse", not "gasplant". I put in the name of my older map.
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Dude, there's nothing crap about your ability, I like your mapping skills. I look forward to playing it.
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Now the name makes sense :P
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Looks pretty good. Keep it up!
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Here's an extra screenshot.
(http://img412.imageshack.us/img412/9720/2323c.png)
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I like it! Really fresh looking map, I can't wait to play on it
Word of caution: Make sure all those juts in the geometry are player clipped so that people don't get caught up on them.
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Just downloaded it....looks great!!! Was that a bot scientist that I saw through the window who kept duckin everytime I tired to shoot her??? Lol it was a well responsive bot. So I guess bots will be in GE:S?
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Here are a bunch of things I found to be out of place:
http://i.imgur.com/p7SyT.jpg Random piping and star.
http://i.imgur.com/MgMgb.jpg Weird fire extinguisher placement.
http://i.imgur.com/YXUHu.jpg Random graffiti.
http://i.imgur.com/qp2Pq.jpg Double light switches.
http://i.imgur.com/08fBx.jpg Light switch seems a bit high.
http://i.imgur.com/gG3xl.jpg Random piping.
http://i.imgur.com/yCUJx.jpg Just looks weird.
http://i.imgur.com/Sgsc4.jpg Cave texture and light wire looks bad imo, also a random generator.
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http://i.imgur.com/Sgsc4.jpg Cave texture and light wire looks bad imo, also a random generator.
..?
I didn't even use that texture on the cave.
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..?
I didn't even use that texture on the cave.
Looks like its either from Caves or Control, either way it looks like crap.
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Mine looks like this: http://img819.imageshack.us/img819/9070/dff1.png
I can fix oddly placed props, but I don't know how to make textures not magically change themselves for other people.
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I don't know how to make textures not magically change themselves for other people.
He might play with low quality textures, Which can drastically change texture quality, And look like the picture above
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Mine looks like this: http://img819.imageshack.us/img819/9070/dff1.png
I can fix oddly placed props, but I don't know how to make textures not magically change themselves for other people.
Just replace the texture so it looks half way decent in general, looks like crap, could even use the texture on the connecting wall and it would look better. Your lighting is dildo's.
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Don't mind Proxie.
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Don't mind Proxie.
upon further examination and thought, the rocky wall texture looks amazing in your warehouse, the rocky outside looking texture really fits the vacant warehouse feel, the lights are powered by a brick and give off no light at all, go figure.
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Hah nah by "Don't mind Proxie" I mean don't take him too seriously.
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I'll just ignore him outright. ::)
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I'll just ignore him outright. ::)
(http://alllayedout.com/Comments/Comebacks/graphics/are_you_100_percent_jealous.gif)
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Jealous of what?
Also, every light on the Earth is powered by bricks.
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Where can I download this Zippy?
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Where can I download this Zippy?
Right here : http://forums.goldeneyesource.net/index.php/topic,5897.0.html
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Thanks namajnaG.
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Hi Zippy, first off the cave wall looks fine:-
http://i.imgur.com/PtJm2.jpg
I have some things I'd like to point out, but please take them as constructive criticism's as I really do like this map. The first is over-bright lights:-
http://i.imgur.com/MCy2M.jpg
There's a lack of ammo and weapon pickups, if you have 10+ people running around on this map, most will spend their time looking for a weapon, I've noticed plenty of areas where ammo and weapons could be placed:-
http://i.imgur.com/w5rO8.jpg
I don't really like the wires stretched across the rooms, it would look much more professional if they were to follow across the ceiling and around the edges:-
http://i.imgur.com/dDdUb.jpg
Sorry, but I have to agree with Proxie about the ugly pipes that aren't connected to anything, also if you look closely, they actually don't match up either, just remove them mate, nobody will miss them:-
http://i.imgur.com/tf6j0.jpg
Like I said, don't be disappointed by this, there's no reason, this map is good and I look forward to actually playing multiplayer on it.
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Haven't walked around the map; just going on the comments and screenshots posted above.
Back in the real world, it is not uncommon to see two separate light-switches side by side. Obviously if you were designing and wiring a place all in one go you'd put them both in the same box, but it happens that sometimes they are in separate boxes. To me it seems like an imperfection that lends a certain amount of realism. That is, it is an imperfection that happens in real world, rather than being an odd thing that does not seem to reflect reality.
It is true however that light switches are almost universally at or a short distance above doorknob-height. In my inebriated state I'd say somewhere around 48-56 hammer above the floor.
The lights seem overbright in some of the screenshots. You might consider weakening your point lights where they wash out textures and supplementing them with texture lights or skybox light. Or you might consider changing the properties of the point lights to have some linear in addition to quadratic; 50 linear might be a good place to start from to see a noticeable effect.
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I'd like to chime in with some additional constructive criticism mainly about detailing. Your brush work is okay, and you seem to have some understanding of how to use tools like decals, overlays, rope keyframes etc which is a good start.
Your detailing is a bit too random and directionless, when you design an environment you need to really think about the purpose of it and what would fit there. For example in the bathroom you have a visible wire connecting the lights, but this is a tiled ceiling which means it's superficial. Everyone knows that tiled ceilings like this have wiring running behind them, the tiles are just a cheap way to keep them accessible for maintenance. The map as a whole doesn't feel like a warehouse, it feels like a military base and only really one room in it actually feels a bit like a warehouse but that's because it has some shelves. Also be careful with scaling textures! Avoid scaling textures above 0.25, the bathroom walls look terrible because they are scaled too large. You won't notice in low detail but for people playing in higher detail it sticks out like a sore thumb.
My recommendation is moving forward you should try to look at photographs of real locations for reference, look at architecture styles, structural feasibility. Is this room big enough to need extra supports like pillars or trusses? Do these walls seem thick and strong enough to support the ceiling? What are these pipes for? Where should they lead? What purpose does this room serve and what needs to be in it to make it a functional place? Why is this wall made of rock?
Also when it comes to things like lights etc try not to use the default values, adjust the opacity of things like env_spotlights so they feel less artificial and blinding. Lighting is pretty much the most important thing with regards to making the map feel and look good, it's just as important as textures and models, so you can't just throw lights around in a few minutes and just be satisfied.
Gameplay wise your map was big enough but could have more flow, most rooms were dead ends, and all the doorways were very tight which results in bottlenecks, also there's a serious lack of weapon spawns, you need at least 8 weapon spawners and probably 16 ammo spawners in a map, one weapon for each slot and two ammo crates for each weapon. Take a look at Facility_backzone and how plentiful the weapons are which makes for much better gameplay. Most rooms should have a weapon, it gives people an actual reason to go in them.
Last but not least, there was no optimization, do not just throw a box around you map to seal it. You need to seal the map as it is so that visibility can be compiled correctly and always compile VIS on 'normal' for final compiles. At the moment people have to render the entire map wherever they are which means poor performance.
Also you distributed your music script in the wrong folder, it should be in scripts/music.
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One major thing that bugs me about this map:
Why the heck does the wall texture not conform to the floor? The base board is half way up the wall in most areas, which does not look good.
That aside, the level feels like a giant loop with a ton of meaningless offshoots; Try mixing up the layout a bit more to allow for more weapon spawns and better flow.
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Last but not least, there was no optimization, do not just throw a box around you map to seal it. You need to seal the map as it is so that visibility can be compiled correctly and always compile VIS on 'normal' for final compiles. At the moment people have to render the entire map wherever they are which means poor performance.
I would update this map with Hint and Skip brushes and the like, but no matter how I place them, they just end up breaking the map, and I've seen and read every tutorial on them that I could find.
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Wish I could help you Zippy, but don't know anything about Hammer.
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Just for sake of keeping in one area, ill post the critiques I posted in other post here instead:
http://wcservers.net/images/hl2%202011-02-03%2001-26-01-05.png
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do not just throw a box around you map to seal it. You need to seal the map as it is so that visibility can be compiled correctly and always compile VIS on 'normal' for final compiles.
Yeah. No matter how precise I make a closed room, Hammer will always say "OMFG LEak dettected!"
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Yeah. No matter how precise I make a closed room, Hammer will always say "OMFG LEak dettected!"
Are you building on the grid? As in are your brushes snapping to the grid in hammer. They need to be.
Remember that props, brush entities and displacements do not seal the map.
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Yeah. No matter how precise I make a closed room, Hammer will always say "OMFG LEak dettected!"
You probably have the origin of a prop sticking out of the map somewhere. I.E. Light poles, and pipes, have awkward origins.
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Alright, assume I fixed the following in the my map:
- Random decals and props were removed or better placed.
- The map was heavily optimized.
- The lighting in HDR was no longer overly bright.
- Some more weapons and ammo were added.
If I added the following changes, what would you rate the map? On a scale of 1 to 10. I'll accept anyone's (except Proxie's) true rating.
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If I added the following changes, what would you rate the map? On a scale of 1 to 10. I'll accept anyone's (except Proxie's) true rating.
Just gonna throw it out there, but this is part of releasing a product to the public. You have to deal with the Good, Great, and down right Terrible reviews / opinions of people. Stick in there buddy and do what you know is right, no one can force you to do anything but quit, and thats not what we want you to do.
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I cant download the map, due to come computer problems, and other CRAP as always... Anyways, if you would like, you can send me a zip file with, i'd say, over 20 images, around the map. Ill critique them.
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I'll accept anyone's (except Proxie's) true rating.
>mfw
(http://img571.imageshack.us/img571/6741/nigger3.jpg)
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Nothing personal, but I can never tell if you're serious or not.
In all seriousness though, I don't care, you can still give a rating if you want.
Edit: Actually, no. Don't.