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CalebMichal

[WIP] nms_untitled Video Walkthrough *Update*

8 posts in this topic

I just love how you made that thunder, dude. Very atmospheric!

Especially how there's a delay between seeing the flash and hearing the boom. That was one of my favorite parts too. XD

Such a professional looking map from start to finish. I love the destructible wall. I love the ammo in the freezer. I love the dead guy sitting in front of the fireplace as if trying to keep warm before he died. WOW!

I'm concerned about the cat-walk across the hole in the floor @ 1:34... Zombie path-finding doesn't do well with bottle necks.

Great job!

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I like it. I think your detailing is really remarkable. Specifically prop placement. I am really impressed as far as that goes. However, I think some of your dimensions are off as far as wall thickness, and dimension. Also your texture alignment could be better for those ceilings. If you're going to use a tile ceiling then it should aligned nicely. See If you design your level, and seal it on 64 grid, and then when you make the world brush for a interior structure you should never really go below 64 32 16 8 while you are putting like structural brush down. The reason for this is because every texture in hammer aligns perfectly with the grid on <0, 0, .25 .25> if the brush fits the grid of 64 32 16 8. What I am telling you is industry standard for source.

Another thing is like the destruction, but I think you are over doing it with those brush holes in the wall. (I'd rather see some geometry into the design of the building), It's fine for that scene but remember that is an epic waste of draw count. Also I think it's too distracting, and irrelevant to game-play. Try to make things that have a bigger impact on game play, and use less. Basically what I am saying is that you should start working on your technical aspects like your world brush geometry, and focus on creating world brush on a higher grid level.

I think you are a natural at environmental art, and I am shocked how far you have come since I have seen your first level. Good luck.

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I just love how you made that thunder, dude. Very atmospheric!

This area needs some work though. It looks a bit weird when the door is as high as the ceiling. Except for that - very nice!

Cool, man. Thanks for your interest and your observation. The stairwell entrance can be fixed: I can put a lip coming down from the ceiling or do something else to make it look less awkward. The doorways themselves are cut to door model height and width with a 1 or 2 unit offset for the door frame/trim so those are going to remain the same. The walls are 128 units (8ft) tall which is what I was told is a preferred indoor wall height for the type of building I'm emulating.

Your input helps me and I'll start refocusing on and perfecting the scale of the environments.

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Especially how there's a delay between seeing the flash and hearing the boom. That was one of my favorite parts too. XD

Such a professional looking map from start to finish. I love the destructible wall. I love the ammo in the freezer. I love the dead guy sitting in front of the fireplace as if trying to keep warm before he died. WOW!

I'm concerned about the cat-walk across the hole in the floor @ 1:34... Zombie path-finding doesn't do well with bottle necks.

Great job!

lol Thank you very much. : D I really do appreciate it; it's very encouraging to feel your appreciation.

I'm concerned about that too. I don't know how that's gonna work out. I might have to lay down another crosswalk...

I hope I don't I kinda like the single one over the hole as you can jump down through the hole.

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I like it. I think your detailing is really remarkable. Specifically prop placement. I am really impressed as far as that goes. However, I think some of your dimensions are off as far as wall thickness, and dimension. Also your texture alignment could be better for those ceilings. If you're going to use a tile ceiling then it should aligned nicely. See If you design your level, and seal it on 64 grid, and then when you make the world brush for a interior structure you should never really go below 64 32 16 8 while you are putting like structural brush down. The reason for this is because every texture in hammer aligns perfectly with the grid on <0, 0, .25 .25> if the brush fits the grid of 64 32 16 8. What I am telling you is industry standard for source.

Another thing is like the destruction, but I think you are over doing it with those brush holes in the wall. (I'd rather see some geometry into the design of the building), It's fine for that scene but remember that is an epic waste of draw count. Also I think it's too distracting, and irrelevant to game-play. Try to make things that have a bigger impact on game play, and use less. Basically what I am saying is that you should start working on your technical aspects like your world brush geometry, and focus on creating world brush on a higher grid level.

I think you are a natural at environmental art, and I am shocked how far you have come since I have seen your first level. Good luck.

Thnaks, man. The detailing is the most taxing but it pays off in the end, aesthetically at least.

I spent a decent amount of time on the bathrooms ceiling texture getting it edged with where the wall meets the ceiling. I still need to allign the ceiling texture in the office with the dead guy in it.

"The reason for this is because every texture in hammer aligns perfectly with the grid on <0, 0, .25 .25> if the brush fits the grid of 64 32 16 8. What I am telling you is industry standard for source."

This is what I'm looking for. This is gold!

Now I need to find out why this is and what these measurements are based off of to really understand what's going on in the engine.

On the destruction: You can blame Battlefield Bad Company 2 for this. That game spoiled me. I won't make anymore destructible walls in this map from here on, though I was wanting to make one more hole in the floor in a room I haven't built yet for quick traversal.

I read a comment on steam that you guy's have a PvP mode in development and since then I've been making the map with versus in mind so that it can be easily converted. That's why I put the hole in the wall to/from the kitchen area. I was wanting to give every room at least 2 entrys/exits.

Thanks again, Hypnosis. My maps will be even better from here on out.

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