Pufulet Posted April 2, 2010 Posted April 2, 2010 (edited) This place is a deserted 'dump' Soon after Im done with it I will pass it on to Zincoshine so he can see if theres anything that can be improved or optimized.So far it includes:3 buildings with 3 floorsGround floor covered in waste, not to mention the radioactive crapOutside storage areasAn area with pipes n fences n stuffHealth charger in the 'cross section' of the catwalk floorsA few healthvials scattered around the place and batteries.Old vehicles around the waste.Some more rooms.A yellow fog, which I think is better than my old siege fog :Z.There 2 storage rooms with red light and 2 with blue.Its near night.And some more stuff. Edited April 2, 2010 by Pufulet Quote
Dr. Pannenkoek Posted April 2, 2010 Posted April 2, 2010 I do prefer the yellow fog instead of green, nice job. Quote
Pufulet Posted April 3, 2010 Author Posted April 3, 2010 How long have you been making maps? about a year Quote
Botervloot Posted April 3, 2010 Posted April 3, 2010 (edited) I'm not trying to be harsh or anything, but it doesn't look inviting to play.You could add a lot to this map to make it more interesting, like detailing (not props, but the walls, they look dull) with decals and overlays.This is blocky and uninviting. But I'll for a mapper who has one year experience in Hammer, it's decent.How long have you been working on this map, if I may ask? Edited April 3, 2010 by Botervloot Quote
Pufulet Posted April 3, 2010 Author Posted April 3, 2010 (edited) I'm not trying to be harsh or anything, but it doesn't look inviting to play.You could add a lot to this map to make it more interesting, like detailing (not props, but the walls, they look dull) with decals and overlays.This is blocky and uninviting. But I'll for a mapper who has one year experience in Hammer, it's decent.How long have you been working on this map, if I may ask? about 2,3 weeks. I will add more detail on the walls Edited April 3, 2010 by Pufulet Quote
Pufulet Posted April 3, 2010 Author Posted April 3, 2010 Just a modify here and there... thanks for the idea botervloot. The walls are nicer Quote
Botervloot Posted April 3, 2010 Posted April 3, 2010 Looking better, but that's 2d decoration. You'll also need 3d decoration as well, in the form of brushes and props.I kinda explained it in this picture:(1) This is a simple wall. And it won't do, at least in large areas where everything looks the same. You need a form of decoration to make it more interesting.(2) This is better, a prop vent with some decals. But it still wont cut it.(3) Adding different effects and interesting architecture makes it even more interesting, like dustmotes, sprites, particles ect.(4) But it's up to you to determine if it's fit for the map. A warehouse doesn't have modern art in it; nor a bar, it's shape being simple, but realistic. If a building actually IS something, like a crane that's in reach of grabbing containers for a harbour, or a cafeteria in an office workspace. If people know what it's supposed to be, it'll be a lot familiar to them.Instead of saying: "That building is under attack", they'd say: "The warehouse is under attack".More importantly, it's not the shape or looks of a map that makes it good, it's the fun the players have. If a map is well balanced, it will always be chosen instead of a pretty, but unbalanced map. Quote
Pufulet Posted April 4, 2010 Author Posted April 4, 2010 Looking better, but that's 2d decoration. You'll also need 3d decoration as well, in the form of brushes and props.I kinda explained it in this picture:(1) This is a simple wall. And it won't do, at least in large areas where everything looks the same. You need a form of decoration to make it more interesting.(2) This is better, a prop vent with some decals. But it still wont cut it.(3) Adding different effects and interesting architecture makes it even more interesting, like dustmotes, sprites, particles ect.(4) But it's up to you to determine if it's fit for the map. A warehouse doesn't have modern art in it; nor a bar, it's shape being simple, but realistic. If a building actually IS something, like a crane that's in reach of grabbing containers for a harbour, or a cafeteria in an office workspace. If people know what it's supposed to be, it'll be a lot familiar to them.Instead of saying: "That building is under attack", they'd say: "The warehouse is under attack".More importantly, it's not the shape or looks of a map that makes it good, it's the fun the players have. If a map is well balanced, it will always be chosen instead of a pretty, but unbalanced map. k I will try adding 3d stuff to it or windows or somthing Quote
PEPPER Posted April 4, 2010 Posted April 4, 2010 ...Well i have 1 idea, Its about "Bless of the minded"I saw that b4, many times.All you need, is to make a caged room with much weapons, health vials etc... at the border of a mapOn the other border you can place 3-4 buttons, Then you should place a hidden question somewhere on the wall, like "2+2=?" and answers for it 1)1; 2)4; 3)0; 4)Dunno.(I mean some serious question, that was an example), as humans will solve this question, they should run to the button panel... so if the choose correct answer they will open the locker door, if not- instant death of 1 who pushed it...Problem is not to make this all objects work, problem is to place several questions each time, so humans dont know which button to push, also its a problem to randomize hidden questions and synchronize the corrcet answer with the buttons. Well possibly 4 buttons is too few, cause noob-humans will probably push 3 others, so minded humans will realise of what button to push, you can place even more buttons.It will get some really adventures on the map. Quote
Botervloot Posted April 4, 2010 Posted April 4, 2010 Looking better, but that's 2d decoration. You'll also need 3d decoration as well, in the form of brushes and props.I kinda explained it in this picture: k I will try adding 3d stuff to it or windows or somthingNot only that, but pillars, pipelines, curved walls, rocks ect. The picture was just a quick example of something that could be added. Quote
Pufulet Posted April 24, 2010 Author Posted April 24, 2010 (edited) I am working again on this map. I stopped quite a while ago because i was playing alot of zs lately so soon i will show more pics Edited April 24, 2010 by Pufulet Quote
CyriusG Posted April 24, 2010 Posted April 24, 2010 (edited) That bridge or what ever it is in the fourth picture dosent look that good. :/ Edited April 24, 2010 by CyriusG Quote
Pufulet Posted April 24, 2010 Author Posted April 24, 2010 That bridge or what ever it is in the fourth picture dosent look that good. :/ its just a cargo holder thingy in the ground Quote
Botervloot Posted April 24, 2010 Posted April 24, 2010 - Set the fog distance further- In the 4th picture, I see metal GRATING sideways. You don't see it like that, change the texture, or change the texture degrees to go alongside with it.- Some things are unnaturally thin. (brushes) Quote
Albzi Posted April 24, 2010 Posted April 24, 2010 Can I just point something out.You should NEVER give your map to Zincoshine. Quote
Pufulet Posted April 24, 2010 Author Posted April 24, 2010 Can I just point something out.You should NEVER give your map to Zincoshine.y? Quote
Pufulet Posted April 28, 2010 Author Posted April 28, 2010 anyhoos the map will hopefully be soon on its way to mr green zs just got to let Deluvas test it Quote
Pufulet Posted May 5, 2010 Author Posted May 5, 2010 Just released it heres the link if you wana download it now! http://www.garrysmod.org/downloads/?a=view&id=97822 Quote
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