Evolve Posted March 21, 2009 Share Posted March 21, 2009 So I made this 'map' today.I made some pics to give u guys an impression.Some props wouldn't load for some reason and other props were like if they were raped by a poison zombie(all over the place). Quote Link to comment
A Random Hobo Posted March 21, 2009 Share Posted March 21, 2009 Make sure the prop you used is supported by the prop type. Also, think about making a 3d skybox for your map. Quote Link to comment
Evolve Posted March 21, 2009 Author Share Posted March 21, 2009 well, this was the first time mapping for me and I have a lot to learnI dunno how to make 3-d skyboxes Quote Link to comment
A Random Hobo Posted March 21, 2009 Share Posted March 21, 2009 Interlopers.netValve developer wiki Quote Link to comment
Botervloot Posted March 21, 2009 Share Posted March 21, 2009 If you want to make this map good, do this:- Find leak and fix it- Add light_env- env_cubemapsThose are always used in mapping. IF you've read some mapping teaching sites, you should have know. Quote Link to comment
Clavus Posted March 21, 2009 Share Posted March 21, 2009 If you want to make this map good, do this:- Find leak and fix it- Add light_env- env_cubemapsThose are always used in mapping. IF you've read some mapping teaching sites, you should have know.If he had a leak the map would be fullbright.Map looks a bit meh. Repetive and unoriginal texturing. I like the structures, but your buildings are still too blocky. Also, try to find a fitting skybox, this one it too light for the rest of the map. Quote Link to comment
Deluvas Posted March 22, 2009 Share Posted March 22, 2009 The mountains are shity ... you should use a 3d skybox ..., add lights with other than white ! Add more props... Check the architecture ! Quote Link to comment
Evolve Posted March 22, 2009 Author Share Posted March 22, 2009 tnx for all the feedback I'm working on something way better now with a spookier vibe Quote Link to comment
Botervloot Posted March 22, 2009 Share Posted March 22, 2009 If you want to make this map good, do this:- Find leak and fix it- Add light_env- env_cubemapsThose are always used in mapping. IF you've read some mapping teaching sites, you should have know.If he had a leak the map would be fullbright.Map looks a bit meh. Repetive and unoriginal texturing. I like the structures, but your buildings are still too blocky. Also, try to find a fitting skybox, this one it too light for the rest of the map.It isn't fullbright. Since the textures doesn't use env_cubemaps (not all of them), but the bike does. The bike looks fucked up. So i'm guessing i'm right. Quote Link to comment
Clavus Posted March 22, 2009 Share Posted March 22, 2009 If you want to make this map good, do this:- Find leak and fix it- Add light_env- env_cubemapsThose are always used in mapping. IF you've read some mapping teaching sites, you should have know.If he had a leak the map would be fullbright.Map looks a bit meh. Repetive and unoriginal texturing. I like the structures, but your buildings are still too blocky. Also, try to find a fitting skybox, this one it too light for the rest of the map.It isn't fullbright. Since the textures doesn't use env_cubemaps (not all of them), but the bike does. The bike looks fucked up. So i'm guessing i'm right.Was talking about the "- Find leak and fix it" part. Quote Link to comment
Botervloot Posted March 22, 2009 Share Posted March 22, 2009 If you want to make this map good, do this:- Find leak and fix it- Add light_env- env_cubemapsThose are always used in mapping. IF you've read some mapping teaching sites, you should have know.If he had a leak the map would be fullbright.Map looks a bit meh. Repetive and unoriginal texturing. I like the structures, but your buildings are still too blocky. Also, try to find a fitting skybox, this one it too light for the rest of the map.It isn't fullbright. Since the textures doesn't use env_cubemaps (not all of them), but the bike does. The bike looks fucked up. So i'm guessing i'm right.Was talking about the "- Find leak and fix it" part.But there is still a leak. Cubemaps cant be build, so there is a leak. So there is proof that you know that theres a leak .It probaly in those mountains. Quote Link to comment
Stelk Posted March 23, 2009 Share Posted March 23, 2009 Few tips from me.- Make sure all your sides of the textures who are NOT visible from the player to be nodraw texture (that makes the map smaller in mb).- To find a leak go to Map > Load Pointfile. /// Red line will appear on the camera view pointing to right into the leak.- Use 'Player Clip' textures to limit the space to the mountains. (maybe you know about that)- Make all your out sides of the skybox to nodraw.- Making a 3d skybox: . place a sky_camera entity in the middle of your main map floor. . select both of them, the floor and the camera. . hold shift and drag them away. (making a copy) . while selected the copy hit ctrl+m. . a small window will appear on the screen asking you for values. . select Scale and fill all 3 fields with this number 0.0625. . after that the floor will shrink, that makes it 16 times bigger in game. . now you are able to add sky props (simply type 'sky' in your browser) . close the 3d skybox with a skybox texture. (again make the out sides nodraw) . and copy your light_environment and paste it in your 3d skybox to bring the same light as your main skybox.tbh its nice for a first map :> Quote Link to comment
A Random Hobo Posted March 23, 2009 Share Posted March 23, 2009 Stelk, don't have two light_environmentsThe one in the 3d skybox works for inside, and gives alot more realistic lighting Quote Link to comment
Stelk Posted March 23, 2009 Share Posted March 23, 2009 Well yea thats a way too. Quote Link to comment
Damien Posted March 24, 2009 Share Posted March 24, 2009 I'm no mapper, but i think you should add different textures [like clavus said]But the map itself looks really fun to play. lots of places to hide from zombies and still have good open spaces to run around shooting the shit out of zombies. Quote Link to comment
Deluvas Posted March 24, 2009 Share Posted March 24, 2009 Coop Map. Adding more detail to skybox. Quote Link to comment
Evolve Posted March 24, 2009 Author Share Posted March 24, 2009 looks nice, heres a pic of my new WIPthe church is still in like his pre-beta phase Quote Link to comment
RoboRobb Posted March 24, 2009 Share Posted March 24, 2009 Structures look pretty advanced for your first few attempts at map making. If your going to try and make it quite moody, concentrate on the lighting is prob what I would suggest - But to be honest im not a map making god Im just the eye candy. Quote Link to comment
Evolve Posted March 24, 2009 Author Share Posted March 24, 2009 thank you, im hoping to have this map finished by the end of the week Quote Link to comment
A Random Hobo Posted March 24, 2009 Share Posted March 24, 2009 You need to align the textures inside the church. Im amazed you managed to make a church - They are supposed to be the most complex structures possible to build in hammer. Quote Link to comment
Stelk Posted March 24, 2009 Share Posted March 24, 2009 Evolve, I guess you know that these wooden poles on the roof should be func_detail. Quote Link to comment
Deluvas Posted March 25, 2009 Share Posted March 25, 2009 Agreed with stelk. Else, they fuck up the vis ! Quote Link to comment
Evolve Posted March 25, 2009 Author Share Posted March 25, 2009 more WIP, the tomb with the crypt under it O_0I know the light has screwed up a bit, needs fixingnote this is not zs_combinal or w/e, but my new map, zs_undercroftdeluvas is working further on combinal Quote Link to comment
A Random Hobo Posted March 25, 2009 Share Posted March 25, 2009 The ladder looks out of proportion. Quote Link to comment
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