[WIP] First Map
After being inspired by all of the great maps on here I decided to give mapping a try for Source. I haven't mapped in a very, very, long time (Probably like 7 years?) so everything feels almost completely new to me. I've been reading masses of tutorials and I think I have a fairly good grip on things finally.
Anyway, here is the first map I'm working on. It's a simple puzzle that involves getting two cubes on two buttons to enter the exit elevator. The puzzle is "complete" and I've spent quite a lot of time trying to work out any potential exploits with it.
http://www.jimo.co.uk/wp-content/upload ... _00003.jpg
http://steamcommunity.com/id/jimo/scree ... 241852419/?
http://steamcommunity.com/id/jimo/scree ... 241850308/?
Aesthetically the map is not done. I've been working backwards to ensure the puzzle actually works before I make any visual changes to it. The texturing and lighting will all be changed, there will also be an exit elevator parallel with the entrance on the other side. There's still a lot of work to be done.
Anyhow, just posting this up for any initial feedback/advice
Other than that, it's hard to make a judgement off of a couple of screenshots.
I think with some detailing things should come together nicely.
Thanks for the feedback, this is exactly what I'm looking for. 
Blue gel definitely scales properly with height, so that element should preserve itself pretty well. Don't forget to test the shit out of it to make sure tho 
I look forward to playing it!
Thanks again for the feedback, I see where I was going wrong now! 
cool lights are blueish; and they look really good on metal surfaces.
You can find some nice instances in instances/lights/light_panel_128_cool_med.vmf and light_panel_128_cool_high.vmf.
They give a lot of light and make your room look a lot better! I'd add a high one in the center of your map somewhere and add med's to places where you also need more light. It really makes a huge difference!
Good luck on mapping and I'm looking forward to your first release 
~Lp
lpfreaky90 wrote:
I would add a couple of "cool" lights to it.
cool lights are blueish; and they look really good on metal surfaces.
You can find some nice instances in instances/lights/light_panel_128_cool_med.vmf and light_panel_128_cool_high.vmf.
They give a lot of light and make your room look a lot better! I'd add a high one in the center of your map somewhere and add med's to places where you also need more light. It really makes a huge difference!Good luck on mapping and I'm looking forward to your first release
~Lp
Awesome tip man, thanks! ![]()
I've been busy with work this last week so progress has been slow. I've had some people playtest the map and I've made some changes accordingly. Here is a screencap I took off the latest compile (Textures and lighting still needs to be done, I'm also missing exit and entrance doors): http://steamcommunity.com/id/jimo/scree ... 6130281764
Here is a screenshot from my latest compile. Most of the texturing and lighting is done. I'm tweaking things now and adding a few extras such as an observation room. http://steamcommunity.com/id/jimo/scree ... 2441835714
Jimo wrote:
I'm pretty proud of my progress so far. I've been reading up on a few texturing tutorials during my work week and it has helped quite a bit!Here is a screenshot from my latest compile. Most of the texturing and lighting is done. I'm tweaking things now and adding a few extras such as an observation room. http://steamcommunity.com/id/jimo/scree ... 2441835714
Looking good
what's the half-high texture to the right though?
Jimo wrote:
The black one?
this one : http://dl.dropbox.com/u/37801279/thatone.png
Can't wait to see you start churning out some nice maps.
The Irate Pirate wrote:
Looking good, although i'm personally not a fan of the symmetrical glass walls on both sides of the chamber, I don't know why. It's probably just personal taste, but something seems off about it to me.Can't wait to see you start churning out some nice maps.
You made me look at the glass and I've got a new tip:
make the glass really thin ~4 pixels and place it in a 128x128, 192x128 or 256x128 frames 
I agree, the glass on each side had to go. I've made quite a few changes since I last posted a screenshot. I've added more lighting, observation room, both entrance/exit elevators, fixed up some texturing etc.
I'm going to add some glass frames today and a few small cosmetic touches. Is there a particular glass frame model I should be using? Or should I just create one with brushes? I'm also a little unsure on using black textures, I think it looks a little to harsh.
Here are some screenshots of my latest compile, thanks for all of the advice so far!
http://www.uploads.gaming-resources.com ... /map01.jpg