oc_tunnel

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Red Spyder
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oc_tunnel

Post by Red Spyder »

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.
Tofu
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Post by Tofu »

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.
nefarious
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Post by nefarious »

I already told you most of my tips when I tested it with you but do think it looks a little blocky. Lighting looks ok to me.
Image
Red Spyder
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Post by Red Spyder »

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.
Oh, also, don't include the superchargers please.
I'm guessing you mean Citadel chargers.

Thanks for the comments/suggestions though.
I already told you most of my tips when I tested it with you but do think it looks a little blocky.
Yeah, I remember your tips.
nefarious
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Post by nefarious »

Image

Maby you should have something like this for your spawn becuase the endless snow and just cut off road doeent let it relate to actual world. The pic is done in hammer to just give you some ideas.
Image
King Gojinn
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Post by King Gojinn »

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 :wink:

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.
Scrap
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Re: oc_tunnel

Post by Scrap »

Red Spyder wrote: Screenshots: The opening of the tunnel: http://i12.photobucket.com/albums/a239/ ... b10043.jpg
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! :x
Tofu
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Post by Tofu »

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 :wink:
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.
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.
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.

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.
skidz
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Post by skidz »

Maps pretty good.
Red Spyder
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Post by Red Spyder »

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.
[JSC][GU]PREDATOR
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Re: oc_tunnel

Post by [JSC][GU]PREDATOR »

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.
Looks good the idea is unique, but it does look a bit lack of detail,
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