[WIP] daddy´s playground - dm

chestburster

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hi there,

after weeks of work i dare to invite you to have a peek at some screenies of my second deathmatch map. well, i´m a newbie and i know that my work is far from perfect therefore i´ll appreciate any constructive critics. it´s a map which is played best with a maximum of 4 players.

thanks for your interest!#

http://home.arcor.de/sadbatu/hl2dm/daddy01.jpg
http://home.arcor.de/sadbatu/hl2dm/daddy02.jpg
http://home.arcor.de/sadbatu/hl2dm/daddy05.jpg
http://home.arcor.de/sadbatu/hl2dm/daddy07.jpg
http://home.arcor.de/sadbatu/hl2dm/daddy08.jpg
daddy11.jpg
 
I would suggest doing something with the lighting in the pic daddy05. The cars and other props have that eerie glow effect created when the lighting needs work, otherwise, good job!
 
Deleter said:
I would suggest doing something with the lighting in the pic daddy05. The cars and other props have that eerie glow effect created when the lighting needs work, otherwise, good job!

yeah that´s right and i´m working on it but i can´t change it as of yet. i´ll try to make a brighter lighting in the garage.

interested in the bsp anyone?
 
It's too square. The ... Playgroundthingies on the attached image that shows look like shit, no offence. If you round their corners off they'd look a *lot* better. Either use displacementmap or an arch or a cylinder cut in two.

Other then that it's all well.
 
well, i´ve changed the objects a bit toward roundings. the objects are not meant to recreate toys of a children playground but it´s a neat idea. maybe i´ll create some swing and such.

here´s the bsp file that i haven´t optimized for fps etc. the cubemaps are not processed. it is still beta!
-> map file

here are two new screenshots:

http://home.arcor.de/sadbatu/hl2dm/daddy40.jpg
daddy41.jpg
 
Looks better now keep improving things and it could be a great map. I like how things look a lot smoother.
 
i made a higher texture quality and the blue lines in the sky were gone. lower texture quality makes the lines :(

thx drdevin, i´ll make models rounder now.
 
it is a option in the game. go into the graphic options and select the highes texture quality. that made me get rid of the blue edges.
 
ohhh a game setting. I was thinking something in the editor.

Anyway that sucks, everyone who has their settings down for speed will see this. is this a DM bug that valve is fixing perhaps?
 
Try putting in some stuff in the backround, like buildings or towers ect.
 
hm, i thought it wouldn't be necessary to create a skybox with objects. i´ll rethink it.
 
It's easy once you get the hang of it.

Anyway, what I meant was to have round edges, not just the top ;)
 
Deleter said:
I would suggest doing something with the lighting in the pic daddy05. The cars and other props have that eerie glow effect created when the lighting needs work, otherwise, good job!

That "glow" effect has nothing to do with lighting. It is caused by the model using the default cubemap, which only shows the sky.

What you need to do is place cubemaps in your world, to create location-specific reflections. Then, when you first run the game, type "buildcubemaps" in the console. This will generate the 6 images that each cubemap needs to create reflections.
 
ok, i think my roundings session is finished now. take a look at these pictures.
411
412
413

there is one question left:

how can i exclude a face from being affected by a cubemap? appearantly the top and bottom parts of a set of say 3 textures ain´t affected by cubemaps and it just looks like crap.
it happens with the standard cubemap and after using buildcubemaps.

example:
reflective.JPG
 
Use more cubemaps. For an example of how they are used and placed, open the prison deathmatch map that is included with the SDK.
 
Exavior said:
Use more cubemaps. For an example of how they are used and placed, open the prison deathmatch map that is included with the SDK.

now i´ve tried to use a cubemap infront of all three brushes that make this particular wall but it didn't change a thing. strange.
 
chestburster said:
now i´ve tried to use a cubemap infront of all three brushes that make this particular wall but it didn't change a thing. strange.

You have to BIND THEM to the surfaces... Select the entity, go into properties, select which object that it should work on and then click on the surface that you want to work on... That should be different on all 3 entities.
 
Looks very clean-cut and nice. Not many phys_props to huck around though in the main arena.
 
thanx dead-inside! i´ll try.

mess: don´t you think it's enough stuff to throw around for 4 players? hm, how about crates? or stones an such...
 
Dead-Inside: Don't faces, by default, use the cubemap nearest to them?

I'm having a few problems of my own with cubemaps at the moment. My map contains many small rooms in close proximity, and at times some models/surfaces in a room will use the cubemap from a neighboring room since it is technically closer. Adding a lot of cubemaps can fix this problem, but I get display errors stating that there are too many cubemaps in view. This is also because my project does not follow some of the basic principles in mapping, where you design the environment to prevent areas from seeing into one-another. But since my map is a stage environment for a machinima project, and designed to replicate a real world apartment building, many areas containing cubemaps can technically view one-another through windows/doors.
 
Dead-Inside said:
You have to BIND THEM to the surfaces... Select the entity, go into properties, select which object that it should work on and then click on the surface that you want to work on... That should be different on all 3 entities.

thanks again but it did not work. now i´ll make the middle wall only. that´ll fix it partially :hmph:
 
allright:
the old screenshots have been removed.

new screenshots and the map file can be downloaded >here< but remember it´s no final release - it´s the last rc before final.

please be so kind to let me know what errors you encounter. don't hold back and tell me what you like or dislike.

thanks for your interest.
 
Is it just me or do those shadows look really nasty?
Still looks good, though
 
Im thinking its the ambient light, or the jpeg quality
 
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