Another newbie mapper
The_Scapegoat
Join Date: 2002-10-06 Member: 1454Members
<div class="IPBDescription">Need help with details.</div>Yeah This is the spawn for my Map NS_Midas. Its an airlock that the marines have used to board the space station.
I would like some ideas of how to spruce it up a bit. I have a light that doesn't work(not on this screenie) and one that flashes a bit, but it needs more, just don't want it to cluttered.
Criticism to! Cause the only way to build a master is to step all over a n00b!
I would like some ideas of how to spruce it up a bit. I have a light that doesn't work(not on this screenie) and one that flashes a bit, but it needs more, just don't want it to cluttered.
Criticism to! Cause the only way to build a master is to step all over a n00b!
Comments
First, those textures look a bit stretched, scale them down a little. second, use an env_gamma in your map.
They look cool..
More contrast, more spotlamps, more shadows...
That looks a bit small, is there room for all the team starts ( or whatever it is..) in there?
( feel free to ignore this btw, just an opinion. I'm neither a PT nor a map ninja..)
As for it being small, it is, and i kinda didnt like that, so im going actually open the spawn up into a room next to as well so that some mariens will spawn inside the airlock and some right outside of it, this will hopefully also keep Llamas from ruining the game.
Textures being stretched yeah i need to fix that, any suggestions on texutres for floor and ceiling in that ones place, because UN-streching it will show some other parts of the texture that i didn't want to be there.
-Don't need to be a Map Ninja, but its easier to beat down with the kung-foo mapper skillz tho! haha. Thanks both so far.
( basically, it intensifies your light sources but leaves the shadows dark..oh just try it..if you don't like it just delete that entity and all will be back to normal..)
As for the size, I mentioned it cause you don't want someone spawning inside a wall or another player..but you seem to have that covered..
Well, good luck man.
PS: Wait till ya try and get the particles running....fiddly, but oh so cool.. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
Make the brush that the texture is on smaller, and scale the texture down. Add other brushes with different textures to fill in the gap.
<img src="http://www.valve-erc.com/gfx/resources/hl-tips-fig3.gif" border="0">
As for the lighting, I would reccomend using a couple of light_spots to break things up and get a little contrast.
Hazard stripes where there is no hazard spoils the credabilty for me. Please keep them only for sudden drops, low doorways, electrical, hot or moving things
Also anyone know a place with a tut on light spots cause i see in all these maps them done REALLY well and mine kinda suck. Or if no tut help here is nice.
Pic:
As for the r_speeds, thats good to know. Could grouping the 3 parts of each pillar into 1 reduce the r_speeds at all? Cause its genearly at 500-600 but if you look from the farthest door it jumps to 1000 so i gotta do something to bring it down.
Lastly the lighting. Shoud it be brighter or what? Im kind of confused on how its not consistant( cause out of the 8 lights they are all the same lighting and brighnes except 2, 1 flashes a bit and 1 is off) dont know how more consistant i can get then that, so maybe im just not understand what exactly you ment.
Thanks so far from everybuddy, it does look a bunch betters with the changes.
You asked for tutorials earlier, try Handy Vandals or VERC, links are in the mapping FAQ thread..
Also Snarkpit and Countermap have some good tutorials ( no links to hand, sorry, just google them..)
btw, those r_speeds sound rather high? When you compile are you running vis at normal? It's just I noticed "fast vis" sends r_speeds through the roof..your r_speeds shouldn't be that high from what I have seen...
DISCLAIMER: Me new at mapping, this may be lunacy..
What happens if you run the VIS at fast is it just roughly sketches a playable map, normal or full VIS strips away the polygons the engine doesn't need to render, therefore reducing r_speeds..or do I have the wrong end of the stick again..?
/me must sleep..
/me awaits Hanz's post which will no doubt have a much better explanation of all this..
I hope the pillars and floor trim look more metaly, this time i was sure to use a texture that was called METALsomething lol!
The pic is a bit darker then in gameplay and if someone knows how i can make my screenies look more like gameplay please let me know.
Here:
i think theres something about brightening screenshots in the mapping faq or mapping guidelines thread.. cant remember which or where
that doesnt look so dark tho
You should check if you have a leak in there or something......
but needs work <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
You should check if you have a leak in there or something...... <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
Thats what it WAS before i reduced the size of the light fixtures. Now the highest i get is around 550.
Check into this, man. The best time to learn is right away, and if you do things right the first time, you're destined for greatness... or something. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
I went in removed a few brushes that where unneeded and clipped off a few that had parts going into other brushes, this reduced my highest r_speed form 550 to 500. Not a big diffrence but a start.
Then i went threw and set all my textures to 1.0 realigned some to fit corretely and BAM! Highes r_speed is not 215! w00T! w00T!
Thanks sooooo much, now i can add some computer termails or something to give the room some detail.
In sort, ZAZI does OWN me. lol nice little quote.
either post here or you can email me if easier:
<a href="mailto:bobscapegoat@aol.com">bobscapegoat@aol.com</a> or AIM me at bobscapegoat.
I chopped a few polys into bits ( they were intersecting, my bad...) and my r_speeds were halved....Raaar!!!!
It's like juggling innnit?
/me stuggles to include dropship with working doors...
Damn You R_speeds!!!!!