My first map

M

MrGosh

Guest
Hello everyone!
So a bunch of you have helped me out with various questions, so I thought I should show you some of the fruits of my labor. This is my first HL2 map, and I'm thinking it's probably 90% - 95% done. I'm debating whether or not it's really worth finishing. Parts of it look pretty nice, but I think the game play would probably be a bit boring. In any case, it's been very educational. Some things were done very poorly (like the terrain) but I feel like I would have a much better grasp of how to plan it out if I do a new map.
Anyway, I still have a couple questions about some odd things. First is every fall in the map, no matter how large, does 10 damage. Second is I want to know if there is a lava entity/texture in the game like in UT. I realize that's not really the type of map most of y'all make, but I spent too much time making UT maps not to appreciate some good lava!
Anyway, here's some screenies!

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That looks cool for your first map, i don't botehr with editing my first hl2 map, i just start a new one and make it better as i go... but if you feel like finishing it... go for it!

To make lava you will nead to use the water_lod_control with a lava texture...
i have no idea were you would find that texture...
and add another big sqaure around that lava...
a sniggle over the lava layer...
make it a trigger_hurt and fill in the instructions :)
and make the texture: Invisible...
hopefully that'll be usefull :stare:
 
The light sucks balls but the geometry is alright for a first map.

About the light; Never use more than two lights in any given frame, and don't change light too fast. It'll be a bother to the player if you switch light all the time. Not to mention yellow, blue and red light often looks bad. A nudge of blue but mainly white light is often good, note that you should almost not see the blue. A non-dominating light is a winning light, unless it is what you want the player to focus on in the scene (Which will mean that you'll probably have to work on the light setting a lot).
Anyway, 4 or 5 different, shittylooking, lights in one scene looks ass. You should also use light_spot and/or light, because the light entity alone doesn't look good (never does). Rather put a weak weak light entity around the prop you use for your light fixture, and then place a light_spot and direct the light more precisely.

I'm no god with light myself but I'm actually getting there. It's one of my weakest areas :).

Also in that big room on the first screen you need to;
A, Change textures on the walls, that brick is both generic and overused
B, Add more detail. Try adding some kind of border just at the end of the straight 90 degree wall before the roof-stuff (Angled thing..) to separate the top from the bottom. Try to make it subtle though.

Right... What's more... Looks like you've used so called models/props textures. Model/Prop textures can cause light errors, general texture errors and well, they can simply look bad. They may not but you shouldn't use them. You recognize these textures by the "Model" or "Prop" in their name.

When you've learnt the above you should try rounding off edges and adding more detail.
 
Hey!
Thanks for the replies! You're right, I'm really terrible at lighting, and I can't figure out if there is a way to change the light radius on regular lights. I know you can on dynamic lights, but I didn't see a setting for it on the regular ones. anyway, when you say "use light_spot and/or light," does that mean use a regular light and a spot together? Will a spot even do much on it's own besides illuminate a specific area (like a real spotlight)? I've already changed the colored lights. I always thought they looked cool in UT, but they're pretty lame here.
Also, Mapster, you say to put a trigger_hurt just over the "lava" with texture "invisible." Is this a texture called "invisible" or just the "nodraw" texture. It seems like Valve has multiple textures that don't show up in game, and I was wondering if they all had specific purposes.
Anyway, I think I'll probably just start a new map. There are issuse with this one that really bother me that I would basically have to start over to fix anyway, so I'll just make a new one even better! I always pick the wrong time to start these things though. I'm off to a music festival next week and I will be without a computer for 9 weeks...sigh! Oh well, maybe by the time I get back I'll have made plans for a whole campaign or something.
Thanks againg guys!
 
Usually people would use the trigger texture when they want to use triggers. It doesnt show up in game.
 
The trigger and the invisible textures are pretty much the same. You should however always try and use the right type for the task at hand.

And yes, I meant that you should use the light and light_spot entites together. Dynamic lights are a nono. Light_spot's can have both their inner and outer radius's changed.
 
Bitchin'!
I got my triggers working and I messed around with some lights. Good stuff! I'ma get crackin' on a new map now. Everyone have a great day!
 
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