[WIP] First Map

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Jimo
29 Posts
Posted Mar 13, 2012

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

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Kaleido
272 Posts
Posted Mar 13, 2012
Replied 17 minutes later
My initial gut reaction is that i don't really like puzzles that are just one big room with all the elements mashed together. It also feels like the scale is off, like those puzzle elements are way too high up on the walls and very very far away from the player. It doesn't feel like an environment you can interact with. Unless there's a very clear puzzle reason for these placements (epic flings or something) you should think about bringing it all in a bit...

Other than that, it's hard to make a judgement off of a couple of screenshots.

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Jimo
29 Posts
Posted Mar 13, 2012
Replied 24 minutes later
I definitely agree with the feedback on the scaling. Things are to far apart from each other right now. I'm probably going to scale things by about 50%, both height and width. The initial reason for the large height was bouncing on the blue gel, I forgot that the "bounce" height is decided on the initial height of the player, so scaling the platforms should work?

I think with some detailing things should come together nicely.

Thanks for the feedback, this is exactly what I'm looking for. :smile:

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Kaleido
272 Posts
Posted Mar 13, 2012
Replied 1 hour later
Cool, it's nice when people take feedback well.

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 :smile:

I look forward to playing it!

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CamBen
973 Posts
Posted Mar 13, 2012
Replied 1 hour later
looks pretty cool to me
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Jimo
29 Posts
Posted Mar 14, 2012
Replied 10 hours later
Reduced the overall height of everything by almost 60%. I'm going to reduce the width of everything in the next version also: http://cloud.steampowered.com/ugc/50689 ... 6B4C32A07/

Thanks again for the feedback, I see where I was going wrong now! :biggrin:

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Kaleido
272 Posts
Posted Mar 15, 2012
Replied 1 day later
Excellent! It's actually starting to look like a reasonable puzzle now :razz:
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Lpfreaky90
2,842 Posts
Posted Mar 16, 2012
Replied 53 minutes later
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 :smile:
~Lp

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Jimo
29 Posts
Posted Mar 18, 2012
Replied 2 days later

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 :smile:
~Lp

Awesome tip man, thanks! :thumbup:

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

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Jimo
29 Posts
Posted Mar 22, 2012
Replied 4 days later
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

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Lpfreaky90
2,842 Posts
Posted Mar 22, 2012
Replied 1 hour later

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 :thumbup:
what's the half-high texture to the right though?

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Jimo
29 Posts
Posted Mar 22, 2012
Replied 3 hours later
The black one?
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Lpfreaky90
2,842 Posts
Posted Mar 22, 2012
Replied 17 minutes later

Jimo wrote:
The black one?

this one : http://dl.dropbox.com/u/37801279/thatone.png

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Jimo
29 Posts
Posted Mar 22, 2012
Replied 4 hours later
Thanks for spotting that one, fixed!
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The Irate Pirate
236 Posts
Posted Mar 23, 2012
Replied 13 hours later
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.

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Lpfreaky90
2,842 Posts
Posted Mar 23, 2012
Replied 1 hour later

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 :smile:

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HammerHead
42 Posts
Posted Mar 23, 2012
Replied 8 hours later
I was just about to suggest adding frames to the glass! Also make sure to use the invisible texture of its edges so that they don't clip into the frames. I would suggest making the floor and ceiling a black tile floor texture texture and putting the buttons on very short platforms with signage overlays that indicate what they do (also use indicator light with texture toggles).
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Jimo
29 Posts
Posted Mar 24, 2012
Replied 22 hours later

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

http://www.uploads.gaming-resources.com ... /map02.jpg

http://www.uploads.gaming-resources.com ... /map03.jpg

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Jimo
29 Posts
Posted Mar 24, 2012
Replied 2 hours later
I couldn't find a suitable frame model, so I just created a simple one out off brush's: http://www.uploads.gaming-resources.com ... /frame.jpg
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HammerHead
42 Posts
Posted Mar 24, 2012
Replied 4 hours later
Search "props_test_chamber" there are a ton of frames in there and plenty of stuff to make frames with if the pre-measured ones don't work for you. No offence but please don't use brushes for frames. It drives me nuts!