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?
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.
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
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)
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.
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?
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.
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
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)
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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