An entire cliff face?
badmofo
Join Date: 2002-01-28 Member: 121Members
<div class="IPBDescription">2 new pix for you</div>unbelievably, r_speeds in this area stay under 700 for both the player and the commander at all times (well not at the angles i'm showing...but from the ground or in bob's case, on the cliff face)
This is what i meant by an alien (or jetpack marine) only route. It's not really a "route" or "passage" but that's the point. I feel this looks more natural and adds more gameplay than a typical alien-only "route" or "passage"
first off you can see my newly made marine startpoint on the cliff face. To the side you can see the loading bay/landing pad (textures by cliff mallengard) with the placeholder for the transport ship. And in the distance you can see the sync Lobby i showed you ages ago.
I'm still underneath my limits thanks to cliff modeling both the transport and landing pods...and probably more stuff in the future.
Before anyone mentions that the tops of the cliff faces look too flat...I will adress this issue if i feel it looks bad from the player's view. And last by not least...these are the only outdoor area's in sync and also the only places that are SO well lit. nothing else is this bright (which makes the rest of the map all the more eery)
<img src="http://filebox.vt.edu/users/malavi/NS_pix/newpix/marine.jpg" border="0">
<img src="http://filebox.vt.edu/users/malavi/NS_pix/newpix/outside.jpg" border="0">
This is what i meant by an alien (or jetpack marine) only route. It's not really a "route" or "passage" but that's the point. I feel this looks more natural and adds more gameplay than a typical alien-only "route" or "passage"
first off you can see my newly made marine startpoint on the cliff face. To the side you can see the loading bay/landing pad (textures by cliff mallengard) with the placeholder for the transport ship. And in the distance you can see the sync Lobby i showed you ages ago.
I'm still underneath my limits thanks to cliff modeling both the transport and landing pods...and probably more stuff in the future.
Before anyone mentions that the tops of the cliff faces look too flat...I will adress this issue if i feel it looks bad from the player's view. And last by not least...these are the only outdoor area's in sync and also the only places that are SO well lit. nothing else is this bright (which makes the rest of the map all the more eery)
<img src="http://filebox.vt.edu/users/malavi/NS_pix/newpix/marine.jpg" border="0">
<img src="http://filebox.vt.edu/users/malavi/NS_pix/newpix/outside.jpg" border="0">
Comments
I love it..
I want some more of it.
That is definatly the most amazzing thing ive ever seen in half-life, it looks like its been raytraced or something - the quality of the model is as good as the cliffs in Riven.
Could you please post the second shot with out the lables, I want it as my desk top <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
i hope there'll be deep holes to climb/fall down in.
1) As nice as it looks, and as low as the polycount (apparently) maxes out in both player and commander views, what about the <i>practicality</i> for the commander? I see rooftops and other potential commander barriers.
2) The support beams (or whatever you want to call them) seem a bit large and too blocky for the architecture to which they're attached. (I think the blockiness might be due to the thickness factor.) Also, they seem too thin for the amount they stick out/up.
Really very impressive.
Would benefit from a few scrubby weeds or some dry grass or somesuch.
the thing kungfu states, are the upper ones func_seethroughs which still work or something?
about the level2 flyer...i didn't know he could literally FLY...i thought he kinda jumped then floated. In that case I will definately make the tops of the mountains more rock-like and less flat. But that doesn't mean he can hit the top of the map...I'm sticking clip brushes both at the top and near the bottom of the map so that aliens can't go too far up or down. This way they don't go off "the mission." Besides...most people won't want to go to the very extremes of the cliff so they won't notice anyway and it saves me lots of clip-node space.
@kung-Fu Squirrel: I assure you that on release, the commander will have no line of sight implications in any part of my map. Secondly...which support beams...i have support beams for the lobby, the loading bay, and the marine start. I agree the ones for the loading bay are a little thick...but it's holding up quite a lot of weight...i might change it later but for now most people won't ever even see it so it's not a priority.
The lighting is just spot on, the shadows are crisp and the brightness/color are perfect.
The landing pad is also really nice, it sits well on the cliff, looks very natural
However...you do know that your plane count is going to jump off a cliff itself, right? Surely you can't expect to have that level of detail and not run into plane problems.
It's a small step for me, but acctually, it's a BIG STEP FOR ME AS THERES THIS BLOODY HUGE L5 COMING RIGHT TOWARDS ME AND...
jeez, I always seem to get carried away ;P
Right now my planes are at 65%, and my map is just 1% away from completion. My map is huge, stretching across the entire Worldcraft grid, so I think this cliff map can get under the limit. It doesn't seem to be as big, though the image certainly presents a grand scale to it all.
This is a minor quibble, but I think the cliff would look more cliff-like if you used a rockier texture. The one you've got now looks like the sand texture from HL, which looks good, but makes the map look like you've buried your Action Figure Playset in the sandbox <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Wow.
<b>*drools some more*</b>
I agree with Yama about the cliff texture though.
merk - i agree...and although my indoor area's ARE extensively brush detailed...i've done a rather impressive job of keeping things along the same plane as much as possible. Right now i have 3 hives and one route to go before completion...and my plane usage is at 71%. I UNDOUBTEDLY will run into plane limit and clipnode limit issues...but i think i will be able to overcome them with a little reworking here and there.
its just not fair why did we have to wait years for work like this to come out huh, why didnt they make mapping like this on half-life.........good work btw <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> 0