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Demitri Omni
05-23-2008, 03:53 PM
PL_BlackMesa_A1 (http://forums.tf2maps.net/downloads.php?do=file&id=395)

Early alpha of my map, PL_BlackMesa (working title).

Currently, just the final structure with some simple lighting (need to change a lot of them to spot lighting).

I'd like comments if at all possible, preferably with screenshots if something specific needs to be improved.

I'd also like suggestions on prop placement. I have a few ideas (and have already added in a few), but I'd like to get an idea of what in general would make the map look and play better.


Also, ignore the ERRORs in the room on the upper blue-spawn-battlements. I accidentally left those as prop_details, and I'll fix it in my next version.

http://forums.tf2maps.net/downloads/pl_blackmesa_a10000_4e3.jpg
http://forums.tf2maps.net/downloads/pl_blackmesa_a10001_P8i.jpg
http://forums.tf2maps.net/downloads/pl_blackmesa_a10002_tLp.jpg
http://forums.tf2maps.net/downloads/pl_blackmesa_a10003_0Sj.jpg
http://forums.tf2maps.net/downloads/pl_blackmesa_a10004_bM9.jpg
http://forums.tf2maps.net/downloads/pl_blackmesa_a10005_65f.jpg
http://forums.tf2maps.net/downloads/pl_blackmesa_a10006_b1k.jpg

Youme
05-23-2008, 03:54 PM
Has this anything to do with cp_blackmesa that already exists?

Demitri Omni
05-23-2008, 04:07 PM
Has this anything to do with cp_blackmesa that already exists?

I wasn't even aware someone was working on this. I'll have to make sure not to give my next map the same working title.

Ultimately, this one will end up being called "pl_bm_inbound" or something similar, however I'm not sure yet what direction the other two phases will take, so I'm keeping it open for now.

Vander
05-23-2008, 05:16 PM
Pics?

Demitri Omni
05-23-2008, 05:33 PM
I uploaded all the screens after the map, forgot to put them into the post.

Ravidge
05-23-2008, 06:00 PM
looks like a nice map from what I can see.
Try have some variaton in the structure so it's not all corridors tunnels, I don't know what you have planned but a few outside parts or larger halls might be good for a change in scenery?

also work on those walllights, they are far too bright. try making them into spotlights and angle them towards the wall. and then add regular lights with constant set to 1 and quite low intensity.
The traintracks would fit much better if they looked industrial but I understand it's still alpha and there are very few (none?) alternative tracks to use atm.

grazr
05-23-2008, 10:25 PM
The traintracks would fit much better if they looked industrial but I understand it's still alpha and there are very few (none?) alternative tracks to use atm.

I agree. One option is to make the track using displacements like VALVe does in Badlands. It'd be painstakingly tedious, i've done curved displacements like that before, but ultimately i think the results would show for themselves. You would probably be wise to have the track mounted on some raised concrete or something ot a similar effect, it looks out of place on the tile floor. Perhaps have the track cropped up against a wall rather than in the centre, it would make the corridors more dynamic in appearence and less symmetrical and predictable. More interesting. Turn those track model shadows off and it'll look so much better :thumbup:

Good luck!

Brandished
05-24-2008, 02:51 AM
I wasn't even aware someone was working on this. I'll have to make sure not to give my next map the same working title.

Ultimately, this one will end up being called "pl_bm_inbound" or something ....

lol, i'd use something different.

Interesting looking map, though.

Memento Mori
05-27-2008, 02:09 PM
Just pl_inbound would be pretty good. And for some areas the cart should go outside into the Black Mesa cliff enviroment (http://www.blackmesasource.com/media/c2a4_release11_001.jpg)
And maybe the final cap could be the dam? (http://www.blackmesasource.com/media/st_dam.jpg)

Probably too much work on the dam though.
Just saying, try not to keep it indoors in the facility the whole time.

Arhurt
05-27-2008, 02:19 PM
Your map deserves the dirty bomb cart (http://forums.tf2maps.net/showthread.php?p=20436#post20436) Snipergreen made.

And as said, looking really cool. I'd change the tracks for something more industral as already pointed out. Maybe take a look at the HL1 levels where you basically ran around in a small train underground? Could sparkle some ideas on the subject!

Youme
05-27-2008, 03:15 PM
whoa don't dish out the credit wrong, its snipergen's model, he did a fantastic job but I had next to no part in its creation!

Spike
05-27-2008, 03:18 PM
what about using original textures? Would be so retro and HL1 looks almost cartoon so it would fit well, but textures are low res.

Arhurt
05-27-2008, 03:33 PM
whoa don't dish out the credit wrong, its snipergen's model, he did a fantastic job but I had next to no part in its creation!

oops, fixed! :thumbup1:

Demitri Omni
05-27-2008, 05:11 PM
also work on those walllights, they are far too bright. try making them into spotlights and angle them towards the wall. and then add regular lights with constant set to 1 and quite low intensity.

I had actually fixed this shortly after I got this out to my server. The lighting is much better than it was. I did the constant lights and the spots.


I agree. One option is to make the track using displacements like VALVe does in Badlands. It'd be painstakingly tedious, i've done curved displacements like that before, but ultimately i think the results would show for themselves. You would probably be wise to have the track mounted on some raised concrete or something ot a similar effect, it looks out of place on the tile floor. Perhaps have the track cropped up against a wall rather than in the centre, it would make the corridors more dynamic in appearence and less symmetrical and predictable. More interesting. Turn those track model shadows off and it'll look so much better :thumbup:

Good luck!

I thought about doing this, but honestly I can't figure out anything that would look any good. As out of place as it looks, I think for now the traintracks work.


Just pl_inbound would be pretty good. And for some areas the cart should go outside into the Black Mesa cliff enviroment (http://www.blackmesasource.com/media/c2a4_release11_001.jpg)
And maybe the final cap could be the dam? (http://www.blackmesasource.com/media/st_dam.jpg)

Probably too much work on the dam though.
Just saying, try not to keep it indoors in the facility the whole time.

I am indeed making this map move outside for at least one of the phases, possibly half of another. I'm still pretty open to what I'm going to do with the second two, but I'll most likely make the decision on my own.


Your map deserves the dirty bomb cart (http://forums.tf2maps.net/showthread.php?p=20436#post20436) Snipergreen made.

And as said, looking really cool. I'd change the tracks for something more industral as already pointed out. Maybe take a look at the HL1 levels where you basically ran around in a small train underground? Could sparkle some ideas on the subject!

I thought about using that model, and I'm still considering it, but I think the dull colors of the cart go with the dull colors I plan to use.


what about using original textures? Would be so retro and HL1 looks almost cartoon so it would fit well, but textures are low res.

For now, I'm just trying to find TF2 textures that are as close as possible. HL1 would probably be far too low res, despite the cartoony look.

Spike
05-27-2008, 07:08 PM
For now, I'm just trying to find TF2 textures that are as close as possible. HL1 would probably be far too low res, despite the cartoony look.

Yes but you can try to remade the original textures and make them high res, I think HL original texture style would fit

Demitri Omni
05-27-2008, 09:48 PM
Yes but you can try to remade the original textures and make them high res, I think HL original texture style would fit

I would, but I'm honestly terrible at texturing, so I'm afraid to try my hand at it.