oc_tunnel
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- Vertex
- Posts: 6
- Joined: Tue Aug 15, 2006 9:41 pm
oc_tunnel
Ok, this is my first Obsidian Conflict map, but not my first map ever. I have two others, one of which is fully complete, and a ton of test maps.
The story and objective for this map are simple: You (or your team I guess if more than one person is playing it) have escaped from City 22, but that was several days ago and now it has begun snowing, adding more problems as you travel (as if evading the Combine wasn't hard enough.)
Now, you have reached a closed off tunnel guarded by the Combine. With no way around it because of the snow, you have no choice but to go into it. Will you make it to the other side or will you fall victim to the Combine and the many other creatures hidden deep inside of the tunnel?
Screenshots: The opening of the tunnel: http://i12.photobucket.com/albums/a239/ ... b10043.jpg
Battling the first of many tunnel guards: http://i12.photobucket.com/albums/a239/ ... b10048.jpg
http://i12.photobucket.com/albums/a239/ ... b10049.jpg
Inside the tunnel, but not very far in: http://i12.photobucket.com/albums/a239/ ... b10050.jpg
Another tunnel guard: http://i12.photobucket.com/albums/a239/ ... b10053.jpg
The armory: http://i12.photobucket.com/albums/a239/ ... b10058.jpg
Now the fun really begins: http://i12.photobucket.com/albums/a239/ ... b10059.jpg
http://i12.photobucket.com/albums/a239/ ... b10061.jpg
http://i12.photobucket.com/albums/a239/ ... b10073.jpg
The rappeling tunnel guards: http://i12.photobucket.com/albums/a239/ ... b10093.jpg
That "keep out" sign's there for a reason...: http://i12.photobucket.com/albums/a239/ ... b10105.jpg
While designing the area in the rest of the pictures, I tried to give it a Ravenholm look and feel: http://i12.photobucket.com/albums/a239/ ... b10108.jpg
http://i12.photobucket.com/albums/a239/ ... b10111.jpg
http://i12.photobucket.com/albums/a239/ ... b10112.jpg
http://i12.photobucket.com/albums/a239/ ... b10113.jpg
http://i12.photobucket.com/albums/a239/ ... b10114.jpg
http://i12.photobucket.com/albums/a239/ ... b10115.jpg
It's currently about 40-45% complete.
The story and objective for this map are simple: You (or your team I guess if more than one person is playing it) have escaped from City 22, but that was several days ago and now it has begun snowing, adding more problems as you travel (as if evading the Combine wasn't hard enough.)
Now, you have reached a closed off tunnel guarded by the Combine. With no way around it because of the snow, you have no choice but to go into it. Will you make it to the other side or will you fall victim to the Combine and the many other creatures hidden deep inside of the tunnel?
Screenshots: The opening of the tunnel: http://i12.photobucket.com/albums/a239/ ... b10043.jpg
Battling the first of many tunnel guards: http://i12.photobucket.com/albums/a239/ ... b10048.jpg
http://i12.photobucket.com/albums/a239/ ... b10049.jpg
Inside the tunnel, but not very far in: http://i12.photobucket.com/albums/a239/ ... b10050.jpg
Another tunnel guard: http://i12.photobucket.com/albums/a239/ ... b10053.jpg
The armory: http://i12.photobucket.com/albums/a239/ ... b10058.jpg
Now the fun really begins: http://i12.photobucket.com/albums/a239/ ... b10059.jpg
http://i12.photobucket.com/albums/a239/ ... b10061.jpg
http://i12.photobucket.com/albums/a239/ ... b10073.jpg
The rappeling tunnel guards: http://i12.photobucket.com/albums/a239/ ... b10093.jpg
That "keep out" sign's there for a reason...: http://i12.photobucket.com/albums/a239/ ... b10105.jpg
While designing the area in the rest of the pictures, I tried to give it a Ravenholm look and feel: http://i12.photobucket.com/albums/a239/ ... b10108.jpg
http://i12.photobucket.com/albums/a239/ ... b10111.jpg
http://i12.photobucket.com/albums/a239/ ... b10112.jpg
http://i12.photobucket.com/albums/a239/ ... b10113.jpg
http://i12.photobucket.com/albums/a239/ ... b10114.jpg
http://i12.photobucket.com/albums/a239/ ... b10115.jpg
It's currently about 40-45% complete.
Are these screenshots the finished version? Because it looks really blocky. Add some door frames to those square holes in the wall. Use some displacements on the outside area. Sort out your lighting. And that big door looks really ugly - All of the combine doors you see in hl2 have a few bits sticking out of them and appear much more bulky. You could even just use one of the models and save some time.
Also, the walls just look boring. stick some more decals on it, or make some inaccessable areas that only serve as eye-candy. Like a bunch of pipes fenced off from the player, or even just a closed door. Or you could little pillar indents in the wall. That armoury room is particularly dull, it really needs somethign to pretty it up.
Also, break up the textures a little. You don't need to have the same textures on the roof as well as on the walls. And try cutting the brushes on the wall in half and applying two different textures - There's a number of hl2 textures that were specificly made to complement each other.
Sorry if I sound like a dick, I'm not that great at mapping myself. But I don't want to see a badly-lit blocky map released when it could be so much better.
Oh, also, don't include the superchargers please. Unless you've upped the enemy's damage they make maps a bit too easy.
Also, the walls just look boring. stick some more decals on it, or make some inaccessable areas that only serve as eye-candy. Like a bunch of pipes fenced off from the player, or even just a closed door. Or you could little pillar indents in the wall. That armoury room is particularly dull, it really needs somethign to pretty it up.
Also, break up the textures a little. You don't need to have the same textures on the roof as well as on the walls. And try cutting the brushes on the wall in half and applying two different textures - There's a number of hl2 textures that were specificly made to complement each other.
Sorry if I sound like a dick, I'm not that great at mapping myself. But I don't want to see a badly-lit blocky map released when it could be so much better.
Oh, also, don't include the superchargers please. Unless you've upped the enemy's damage they make maps a bit too easy.
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- Vertex
- Posts: 6
- Joined: Tue Aug 15, 2006 9:41 pm
No, it's not the finished version.
Some things you have mentioned I'm already considering or have planned, like decals, inaccessable areas, and displacements in the outside area.
Thanks for the comments/suggestions though.
Some things you have mentioned I'm already considering or have planned, like decals, inaccessable areas, and displacements in the outside area.
I'm guessing you mean Citadel chargers.Oh, also, don't include the superchargers please.
Thanks for the comments/suggestions though.
Yeah, I remember your tips.I already told you most of my tips when I tested it with you but do think it looks a little blocky.
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- Vertex
- Posts: 19
- Joined: Tue Aug 15, 2006 9:30 pm
I played it with him as we're friends and all, and talk alot.
The lighting is purposely dark in some areas, but that's what flashlights are for. Can't see? Change your color to white
I love the idea. And yeah, it's blocky, but why, on the opening tests go for something so perfect? Also, it IS a tunnel, so it's not like a rock formation in some caves.
Plus, I like the fact it doesn't constantly show those intolerable "Your player model is ... " alerts.
As for the spawn, he's sorta right. Maybe a broken down couple of cars, or immoveable buggies. Should create a skybox of buildings off in the distance. Adds to the realism that the road is blocked by snow, as you've escaped the horrors of City 22.
The lighting is purposely dark in some areas, but that's what flashlights are for. Can't see? Change your color to white
I love the idea. And yeah, it's blocky, but why, on the opening tests go for something so perfect? Also, it IS a tunnel, so it's not like a rock formation in some caves.
Plus, I like the fact it doesn't constantly show those intolerable "Your player model is ... " alerts.
As for the spawn, he's sorta right. Maybe a broken down couple of cars, or immoveable buggies. Should create a skybox of buildings off in the distance. Adds to the realism that the road is blocked by snow, as you've escaped the horrors of City 22.
Re: oc_tunnel
yarr....people build tunnels to easly pass through otherways inaccesibly paths, but this pic dosent have a mountain or anything else that would explain why a tunnel is needed. arr!Red Spyder wrote: Screenshots: The opening of the tunnel: http://i12.photobucket.com/albums/a239/ ... b10043.jpg
I was regarding that way the lights are made, not the dark area. Just sticking a light entity under a prop_static doesn't work well.King Gojinn wrote: The lighting is purposely dark in some areas, but that's what flashlights are for. Can't see? Change your color to white
I'm just giving him some tips. As he said, it won't appear like that in the final release. Personally I prefer to work on the brush work first before adding anything else to the area, but to each his own.I love the idea. And yeah, it's blocky, but why, on the opening tests go for something so perfect? Also, it IS a tunnel, so it's not like a rock formation in some caves.
Edit: Can I add one more tip? Please don't have it so the combine spawn in a dark room like in bunker (which from one of your screenshots looks like that happens). The players just decimate them before they can get a shot off. If you make it so they round a corner first then it wouldn't be so bad - Atleast they would get some shots off on the players and have have a place to fall back to.
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- Vertex
- Posts: 6
- Joined: Tue Aug 15, 2006 9:41 pm
Tofu, I actually just changed that part with the dark room and added a locker room type area.
But that won't help with them having some place to fall back to because I used assault points. They kept getting stuck or they wouldn't come out at all when I used path corners.
Sure, they could run back after they reached the final point, but then they'd just get shot in the back.
But that won't help with them having some place to fall back to because I used assault points. They kept getting stuck or they wouldn't come out at all when I used path corners.
Sure, they could run back after they reached the final point, but then they'd just get shot in the back.
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- Obsidian Premium
- Posts: 1624
- Joined: Mon May 29, 2006 12:06 pm
Re: oc_tunnel
Looks good the idea is unique, but it does look a bit lack of detail,Red Spyder wrote:Ok, this is my first Obsidian Conflict map, but not my first map ever. I have two others, one of which is fully complete, and a ton of test maps.
The story and objective for this map are simple: You (or your team I guess if more than one person is playing it) have escaped from City 22, but that was several days ago and now it has begun snowing, adding more problems as you travel (as if evading the Combine wasn't hard enough.)
Now, you have reached a closed off tunnel guarded by the Combine. With no way around it because of the snow, you have no choice but to go into it. Will you make it to the other side or will you fall victim to the Combine and the many other creatures hidden deep inside of the tunnel?
It's currently about 40-45% complete.