DE_Lockup beta 1.0 screenz

G

ganjaman™

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http://www.teddy.cistron.nl/shots/

Here are soms screens from my map called Lock_Up.
I never made counterstrike or hl maps so im kinda new to hammer so dont flame me to much:) , this is my second try , first is a unfinished hl2dm map:)
 
It's actually very good for just starting out. I love the atmosphere that you created with the dark and dirty textures as well as the lighting. Great work on that. However, I would suggest that you add a lot more objects to your rooms and hallways. Giving the players areas of cover is very important when creating a map.

Overall, very nice work for just starting out. You're doing great :)
 
Im happy you guys like the looks , i tryed to make the layout good aswell (found a good tut about that) but i know the comment about the cover its correct , i just did not wanted to place wooden crates all over the place , so i have to think what im going to use other than the waching machines:)

Any ideas about what to add or remove would be nice.
 
You definitally need more stuff in your map, just try to implement them with your environment, like monitors or something thats watching a prison cell that you can rip down and toss at people.
Still like the textures :)
 
Looks great, love this shot: http://www.teddy.cistron.nl/shots/pages/de_lockup330015.htm

But yeah, you need more stuff, looks empty, try using 'trash' overlays to simulate garbage on the floor (it's in decals/). And just generally more decals on the floor.

Try adding random ropes between points in a room, to break the emptiness. And scatter random physics objects around, bottles, chinese takeouts :)D) and cardboard boxes. And rubble (props/debris) if you feel it fits your map.
 
The texturing is, very good, but it's soooo open. Just adding props won't cut it. There's barely any cover and it seems like advancing down a corridor needs several 5-10m dashes! Scale down the corridor widths and room sizes. I can only see a few sections of the map where it wouldn't just degenerate to a sniping battle. The map lacks dynamism, as in the gameplay will be fairly static judging from the shots.

To break up some areas (really you should just be scaling it down, except the ceilings) you could add some of the following:

- With a wide corridor (and where it suits the area) add a huge double gas pipe that will partition the length in two. This will create a fork in the route and add entropy to the level (more routes, more possibilities). Include an eye level slit to promote interesting shooting techniques, and make sure that the lower pipe is high enough to just cover a player's head while crouched.

- Add some floor-to-ceiling chainlink fences to create a snake-like section (bear in mind this will add movement time to that route). This would serve the prison as a series of security doors (which you can leave open in the map) for maximum security and containment. Add some stacks of brown cardboard boxes (not crates) and maybe even some moveable box-laiden trolleys to give a player cover while advancing. Make sure that the Ts on at the end of the section have limited visibility, only able to fire off pop shots as they see signs of movement through the chainlink fences. Maybe try to make the room a bit hazy. Players will have to move from crate pile to crate pile (side to side) as they advance towards the final security gate. This would serve as an interactive environment (trolleys), pushing the player to think of new ways to advance (flashbangs, smokes, covering fire) and allowing sniping for both teams is desired.

- The staircase in ···14.jpg looks a bit too steep and wall below the platform it leads to could benefit from some smaller versions of the bulkhead you used in ···15.jpg to break it up and make it look less flat and featureless.

For the screenshots, if you took them from the corners of rooms then we (well I definitely) would get a better idea of the map layout and also some of the room shapes and sizes. It's a good start though.

[Edit:] The bombsites also need more cover.
 
Thank alot for the feedback , i will use it.

Im thinking of making the rooms smaller by adding more walls and doors in the big rooms , i like the pipe idea i might add that aswell.
And i think i will add some crates , not very original but it makes for nice cover:) , more cover on the bomb spots is also good point.

Here is a screen of the layout im using , any ideas please let me know:)

http://www.teddy.cistron.nl/layout.jpg


Thx again:)

Ganjaman
 
Wow, looking good. I was wondering if you could post the link to the layout tut you mentioned?
 
ganjaman™ said:
Here is a screen of the layout im using , any ideas please let me know:)

http://www.teddy.cistron.nl/layout.jpg
If you ignore the long, thin corridor in the top-right, the layout is virtually the same as de_dust!

It's hard to tell a lot from the layout because I can't get an idea of the distances or how accurate the shapes are. Maybe take a VHE shot instead.

- Open map in VHE
- Make sure the map is saved before you do this!
- Put the camara POV directly above the map, a fair distance up
- Select all of the ceiling sections together and delete them
- Select all of the entities and delete them
- Drag the middle of the four views down to one corner, enlarging the top-down view you're now in.
- Print Screen
- Edit, adding text to show the CT/T spawns and the bombsites
- Save as *.jpg or *.gif
- Upload and show us :thumbs:

Then I'll help you with layout. Also if you could make some rush-times for us that's be great. Just time how long it takes you using the shortest route from each spawn to get to each bombsite, the choke points.

I'll have a ton of feedback if you post that info.
 
http://www.teddy.cistron.nl/layout-2.jpg

Hope this is good enought and thx alot for the help.

Its not good if the layout is to much like the dust layout because that will bore people fast i think , i could use some pointers on some new routes.
It takes about 8 sec for both of them to get to point x.
I will test where they will have the main battles as soon as the bots come out. As far i can see now they will have the main battles in the area of point X

i really want to make a fun map to play , i made sure it will run fast (fps) , has nice textures (so i have been told:)) now it needs to be fun!

Thx again!

Forgot to post the site with the tutorial about layouts!

http://www.egir.dk/

Goto the left navbar and look for Mapping Articles

Chokepoints
Layout
Inspiration 1
 
~330012.htm: Put some cover in-between that window and the door at the far end of the corridor, or it will be impossible to get past the CT snipers.

~330010.htm: Maybe this LoS is a bit too far?

~330017.htm: Turn off one of the lights in the corridor (as in make it shed no light). Play around with which one you cut until you get a nice effect. If you put some trash there and make light and dark areas of the corridor it won't seem so bland.

~330016.htm: This is a very important corridor to get right, and I think it needs some working on. Instead of putting the containers off to one side against the walls, try putting them lengthways in the middle of the corridor. I definitely think that you should add some brushwork to the middle of the corridor (offset to one side) to give cover while crouching (but leave the head visible).

One thing I've noticed in general is that everything is go forward, turn 90º, go forward etc. Although the map is probably more accurate with the corridor style it has, it doesn't have to be this way. Having a diagonal join a corridor gives unequal cover from either side (ie the left will be open to attack before the right as you leave the corridor). Sometimes this fact can create some interesting gameplay.

I wouldn't mind seeing some more pics of the central room, atm I'm a bit confused.
 
:/ can't open *.zips because I only have access to a public computer.

If you stick them up as *.avis then I'll be able to help. If not then more screenshots of the areas you've been working on (from good angles) will give me enough of an idea.
 
I'd change the vent a bit so it doesnt look like its copied/pasted from Lockdown.
 
Looking better - think you need to work on the detailing a bit - it looks very boxy still. Also, the cover looks like its just been plonked down randomly, and its not actually part of the level...
 
Looking interesting, I'll write any criticisms I can find tomorrow.
 
~570011.htm: The air duct needs some supports to hang from/lean on, atm it looks like it could fall down any moment.

~570026.htm I'd consider bringing that big container out a bit from the left wall, to allow players to go either side of it. This will provide cover from the right and also cover to those coming from the far end of the corridor (as shown in pic).

~570023.htm Have a look at some of the places in the map you've put graffiti. Some of them are physically too high for people to get up there. Even if there were previously crates in the corridor to enable someone to 'reach' up there, generally anyone doing graffiti won't think about climbing up somewhere unless all of the available space is already taken, or unless the lower wall has been painted with anti-graffiti paint.

Lastly you have to think of something to replace half of those washing machines :rolleyes:
 
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