Supermart

RideTheCatfish

L1: Registered
Oct 13, 2009
18
0
Here are a few shots from the first from-the-ground-up map I have ever worked on in Hammer. This is actually a joint project with a friend, and what we're making it out to be in the end is some sort of Hardware Store/Supermarket complex. Eventually, there will be two of them (one BLU and one RED) on either side of a road, and the intel will be in the freezer compartment of each building (idk). One spawnroom empties into the storage room, the other, larger one empties outside on the righthand side of the building. An underground sewer system is going to be implemented later on as well.

The shots you see are of one of the spawnrooms, the back storage room, the empty main room and the roof. As you can see, the map is only in its first legs of developement, but I think it's coming along swimmingly, for my first map.

Now, I'm running into a few problems, primarily regarding the lighting. As you can see from the shot of the roof, things are a bit wonky up there, and I can't figure out exactly what's going on. Some assistance there, along with general comments would be great.
 

Ost

L2: Junior Member
Jun 26, 2009
61
32
The map itself isn't bad, however, it can be good to design the layout of the whole map before you start detailing. That way you will know if it plays good from the start, and what should be changed can be changed without destroying a lot of detail work.

Also, if there is just two supermarts facing each other, the map will be quite bland, and sniper paradise. Try coming up with a middle area, perhaps a parking lot with smaller buildings in it that breaks up sightlines and makes gameplay more interesting.
 

RideTheCatfish

L1: Registered
Oct 13, 2009
18
0
The map itself isn't bad, however, it can be good to design the layout of the whole map before you start detailing. That way you will know if it plays good from the start, and what should be changed can be changed without destroying a lot of detail work.

Also, if there is just two supermarts facing each other, the map will be quite bland, and sniper paradise. Try coming up with a middle area, perhaps a parking lot with smaller buildings in it that breaks up sightlines and makes gameplay more interesting.

My concern with duplicating the store is that some of the props on the map (shelves, cement blocks, vents) are going to act as profound structures on the battlefield. In duplicating the map, at least I could have those props in there already, and I could change them later on to suit RED. I'm not entirely sure how anal people get over balance where this is concerned, especially considering that this is a CTF map.

And not to worry, it is in the plans to add a few structures between the buildings. As for what exactly, I don't yet know. Also, I'll take much better screenshots once I there's more to take pictures of.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Whilst throwing a whole bunch of props into an area does make it look nice and detailed, there needs to be some sort of methodology to it. Your map needs to follow a theme for a player to be truly immersed within your environment. Take this screenshot for example:

supermart0023.jpg


Blue: Keg. Used to store liquids under pressure. Most likely a fuel, 'gas' or grade specific alcoholic substances are likely candidates.
Red: Barrels that contain radioactive material, likely/presumably a radioactive waste in liquid form.
Yellow: Ambiguous barrels that will contain some generic but safe liquid, perhaps distilled water for industrial use; use your imagination.
Green: Milk flask.

None of these items would logically be stored together.
 

RideTheCatfish

L1: Registered
Oct 13, 2009
18
0
A friend and I have this long-running joke that plays on the 'industrial corruptness' of the BLU team, which may somewhat explain as to why they have radioactive waste in their supermarkets.

I'll probably end up changing it, though. I just don't want a bunch of barrels of the same exact color. Aside from Yellow ones, any idea of what kind of metal kegs/barrels might be displayed there instead?
 
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Mexican Apple Thief

L3: Junior Member<br>LEAD FARMER
Aug 23, 2008
345
60
None of these items would logically be stored together.

That's what makes it so funny. I suppose they should be separated, but milk flasks with radioactive barrels should stay because it's more subtle and fits with the dark humour of the game.
 

strangemodule

L5: Dapper Member
Sep 10, 2009
223
59
I personally think all the wierd barrels stored together look funny, as well as look good together, in a strange feng-shui way.
 

Omnomnick

L6: Sharp Member
Aug 16, 2009
335
111
Some areas like Screenshot 2 look nice but the map as a whole does need layout work. Hope this goes well though, that inside area looks great! :)
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Also, I'm surprised nobody has mentioned this: koobmapz! Needs buildcubemaps!