Looking For Freedback Please.

Eternal

L69: Deviant Member
Jul 8, 2009
69
10
I've posted before a couple of pics of the map I'm working on (currently unnamed) which is my first undertaking in hammer, I only recieved 1 response but I've made a lot of changes and I'd like to show off and get some feedback to find out if I'm doing things right, or wrong, and to get suggestions on ways to do things better.

This is a series of screenshots showing off the entrance and parts of a tunnel that will be an alternate route out of the blue spawn. I have 3 exits on my map for the blue team to help prevent camping or stalemates. Two of them are pretty standard and then the tunnel path drops the player off nearby the 1st capture point on the cart track which should put them behind the enemy team that is near the players spawn. Timing it the distance for a pyro to leave the 2nd main exit and walk to the first capture point is about 5-6seconds shorter than using the tunnel, this is traded off by the fact the tunnel will grant you a height advantage as well as being more safe a trip.... anyways gameplay aside (as I'm nowhere near the level of preparing for balancing) here are some pics of the graphics.

I took the advice given to me and am using props to try and hide ugly seams or texture discolorations, the tunnel is currently pretty empty so mostly its just showing off the entrance and the displacements overall. I plan on changing out the lighting in there and putting in things like boxes/shovels/dynamite/pickaxes as well as some little rocks and such.

I'm not too happy with how the lighting seems to effect the brushes I made to simulate the cracked and deformed wall, they seem to stand out too as seperated from the wall itself too much, I also am having trouble with making the dirt ramp at the entrance easily climbable without any sort of spots that would stop the player, what can I do to fix that?

plinwork050001.jpg

You can really see the seam on the left side here, I hope setting up a lighting scheme in place will help mask that, none of the broken parts or wall there is done with displacements so I don't know where there is a seam at all like that. Only the dirt is displacements.

plinwork050002.jpg

Currently the only prop inside the tunnel that I have added in, I haven't set it to non-solid yet as the diameter of the logs is slightly larger than I would like for a small tunnel. I may just remove it and make the same frame out of brushes and set it as func_detail

plinwork050003.jpg

I only have enough lights currently set up in the map to make the dark areas of the map visible enough to traverse, it will be much brighter once I make a pass through the section to set up lights (I'm learning as I go and I don't really know much about lights so I just copy pasted a couple that looked nice from Boojum Sharks wonderful library)

plinwork050004.jpg

Another dark non-descript section of the tunnel. The tunnel itself is fairly short in the shape of a U almost (one side is shorter than the other) and the starts on the first story and exits on the second story of the map(in terms of height variation it would be the 2nd story of a building is what I mean)

*** Edit *** apparently I became Chinese without knowing it lol... 'freedback' Ah so sowwy, prease frogeeve me.
 
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Tyker

L5: Dapper Member
Jun 1, 2009
232
142
I also am having trouble with making the dirt ramp at the entrance easily climbable without any sort of spots that would stop the player, what can I do to fix that?
Use a playerclip brush, and clip it to the correct shape.

On the lighting issue, use the valve dev website: http://developer.valvesoftware.com/wiki/Adding_Light

Copying from prefabs might be quick and easy, but you run into problems like this. You have no idea what causes it because you don't know how lights work. I suggest only using prefabs after you made something yourself. That way you know what it does and what can go wrong.

Ah so sowwy, prease frogeeve me.
Say no to racism.
 
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Vigilante212

L420: High Member
Dec 21, 2008
481
33
your framerates drop considerably whe your inside the tunnels you should look into that they will only get worse with people playing the map.
 

Eternal

L69: Deviant Member
Jul 8, 2009
69
10
Yeah I know that vigil I haven't set up any area portals or hint brushes yet I want to make sure I have everything I need a section before I start optimizing visleafs and such, plus I'm still learning how everything works this is my first 3D map. I'm sure reading up on some tutorials will help me optimize, but nothing beats doing it.

As for the lighting thing, yeah I cut and pasted stuff simply because when I would run the map the stuff would be too dark to even see, I don't plan on doing that for the final product or even the beta, the link you provided should help me a lot thank you.

I thought I could do something like what you suggested with playerclip but I didn't know the right tool, I knew that nodraw and such wouldn't work. Thanks.

**Offtopic** Also Racism =| Stereotypes

I'm Arab/Scottish, my best friend is chinese american, my god father is philipino japanese, my godmother is african american, and I lived 90% of my life in Time Magazines "most culturally diverse city in the world"(a friend of my mothers was actually one of the people interviewed in the article) which is Sacramento, California (the school across the street from where I grew up had its signs posted in 9 different languages). I have friends that range from Afgani to Jewish from Mexican to Cuban, from Turkish to Persian. Please don't insinuate that because I made a stereotypical joke that has existed for well over a hundred years that I am a racist.
 
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Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
No need to player clip that displacement. Just hit the DW button at top of screen.

Now all the UNWALKABLE tris of your displacements will be yellow. Repaint the geometry so they are smoother and not yellow.

If the seam you talk about is along the floor/bottom of that wall it's probably tex alignment more than anything, but you can also paint the geo smoother and rounder and that would help some.

Looks alright though. There are alot of support objects. Gte ABS prop library if you don't have it and copy/past objects from there, alot easier to find the props you need.
 

Eternal

L69: Deviant Member
Jul 8, 2009
69
10
Thanks frag I didn't know about that displacement thing. The seam I was talking about is directly to the left of the entrance to the tunnel where I put a couple of blocks that I cliped to heck and gone to make it look like the wall was broken down.