Map Suggestions

B

blue60007

Guest
Hi, I'm new to the forum and HL2 mapping. I hope I put this in the right forum. Anyway, when I play through the Black Mesa East level I've always wanted to stick around and battle it out in the lab rather than cutting right to Ravenholm. So, I thought I'd make my own alternate. So with the backstory out of the way...here's my first screenshot.



Being as this is my first map I'm looking for some constructive criticism on how to improve this...
 
For a first-time effort it's actually very nice. I'd make the lighting a bit more atmospheric, create some shadow and so on, and maybe break up the floor a bit, either by splitting up the floor into different textures (e.g. drain guttering at the sides, subtle sand displacements going into the corners with a sand-dusted flagstone path down the centre, etc.) or by adding overlays like footprints, water stains, etc.

The ring supports you've made for the pipes don't look that great, but if they were in shadow it wouldn't be so obvious. I'd definitely try to throw the centre of the ceiling into heavy shadow with just enough light to pick out the outlines of the pipes, maybe even dragging the light and conduits down over one of the more severe interior seams so the ceiling looks just that little bit more circular. You could also easily get away with using a few more sides to the arch to make it more curved, but this may not be necessary depending on the lighting.

Lastly you could think about making one of the lights blown-out with spark visual and sound effects. On the subject of sound (frequently overlooked), try to get across the dankness of the tunnel with a slow drip sound effect and maybe a faint generator whir from the end that comes into earshot as you approach the chainlink fence. If done well, sound can really help mark out the dimensions of the 3D space and make it seem much more real.
 
Thanks for replying.

For a first-time effort it's actually very nice. I'd make the lighting a bit more atmospheric, create some shadow and so on, and maybe break up the floor a bit, either by splitting up the floor into different textures (e.g. drain guttering at the sides, subtle sand displacements going into the corners with a sand-dusted flagstone path down the centre, etc.) or by adding overlays like footprints, water stains, etc.
Good idea with the drain and sand idea - I'll have to try that out.

The ring supports you've made for the pipes don't look that great, but if they were in shadow it wouldn't be so obvious. I'd definitely try to throw the centre of the ceiling into heavy shadow with just enough light to pick out the outlines of the pipes, maybe even dragging the light and conduits down over one of the more severe interior seams so the ceiling looks just that little bit more circular. You could also easily get away with using a few more sides to the arch to make it more curved, but this may not be necessary depending on the lighting.
I've put a lot more shadow on the top of the ceiling and it looks better now. It has more depth.

Lastly you could think about making one of the lights blown-out with spark visual and sound effects. On the subject of sound (frequently overlooked), try to get across the dankness of the tunnel with a slow drip sound effect and maybe a faint generator whir from the end that comes into earshot as you approach the chainlink fence. If done well, sound can really help mark out the dimensions of the 3D space and make it seem much more real.
Yeah, I'm going to make the base more destroyed as you move further in and progress since the Combine'll be tearing the place up in their raid. And I hope to have explosion and gunfire background sounds as well.
 
Cool, be sure to post another screenshot from the same angle so we can see the difference. :)
 
For a first effort, all I can say is Bravo! and keep it up. Most first time mappers (myself included) post utter crap in the beginning while you seem to have mastered most of the thingsd required for a decent map and also what I think is the most important, and that is a nice athmosphere and a clear objective of the map. Well done.

I'd love to see some more screens so that I can give judgement on more detail things, but overall this is good work for a new mapper.
 
Thanks for the comments!! Actually this isn't my first time ever for mapping. I did some for MoH waayy back in the day, but I didn't turn out any real great back then. Anyways, just recently I've read through lots of mapping theory/design material. And paying attention to how the stock maps in Hl2 are done helps a lot.

I've been working on the next section so I'll have some screenshots there. I still need to go back and add the details like dirt on the floor, etc...
 
OK, here is the update. I hope I have the right idea here.



My only concern is that the drain sticks out a bit too much.
 
Have you built cubemaps? (see Valve wiki for info)

I would have thought the sprinkler piping would be more reflective, maybe not.

It's looking a lot better with the improved lighting, though.
 
Not yet - still got to play around with that. Work has been halted though with EP2 and Portal ;)
 
nice job :)


I'd suggest some radom floor debris and wear... otherwise gj
 
OK, here is the update. I hope I have the right idea here.



My only concern is that the drain sticks out a bit too much.

Noticed this before and I see that it's still there. Sprinklers in a room made out of nothing but concrete? WTF?
 
Heh, well there could be flammable material stored! ;)

The Developer Commentary of EP1 and 2 are definitely required listen to's for new mappers. I've picked up a few tips by listening to them...
 
Back
Top