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Porkchops4lunch

nms_Dead_Chapel [WIP]

33 posts in this topic

So this is still in the works and this thread will moniter my progress since this board is slow and needs some new content everyonce and a while. Keep in mind I'm still very new to mapping.

Map is available for download here: http://www.nomoreroominhell.com/forums/index.php?showtopic=9655

Big thanks for everybody being so helpful and to those who play my map.

2mzzj29.jpg

2v0n2ib.png

- moar progress

21cuhyq.png

- overveiw from behind, boundries set.

dxkdqw.png

- dat progress

16j4fgn.png

- updated front view.

p85js.png

- The roof took me forever to work right.

qpj8rs.png

- The entrance is built.

1zc2vit.png

- First attempt.

Edited by Porkchops4lunch

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Everyone is going to tell you to do your best to avoid giant maps inside of boxes. It is horrendous for performance.

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And to keep walls and stuff in proportion. The rooftops and crap looks painfully thin [i'm hoping that its just me]

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Everyone is going to tell you to do your best to avoid giant maps inside of boxes. It is horrendous for performance.

Wait, so I shouldn't work in a sky box? did I get that wrong? Im still learning thanks

And to keep walls and stuff in proportion. The rooftops and crap looks painfully thin [i'm hoping that its just me]

Unfortunatley as it is my first map i made the rookie mistake of making the scale on the large side but I'm confident i can make something out of it, Im fixin them rooftops as we speak.

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It's not going to work out good. You need to go read stuff. Back to the drawing board, because this is not right.

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Always try and map to the grid. No real need to go below a scale of 16. Also look into func_detail. That cross for example should be made into func_detail. (ctrl t) if you already know these things then please done take offence.

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Thanks all, I didn't expect any response so this is great that you guys are helpful.

It's not going to work out good. You need to go read stuff. Back to the drawing board, because this is not right.

I half expected this, oh well practice makes perfect right? Anything specificly wrong with this map that makes you think I should scrap it?

Always try and map to the grid. No real need to go below a scale of 16. Also look into func_detail. That cross for example should be made into func_detail. (ctrl t) if you already know these things then please done take offence.

Thanks gregster, I keep forgetting about making fun_details, my arches and someother things are, I'm just fiuguring out what and what not to make a func_detail. I made sure everyting is on grid points, is there something that makes it seem otherwise?

There's actually thread or two including links to various sites with tutorials and guides to level design/mapping. Here's one of them:

http://www.nomoreroominhell.com/forums/index.php?showtopic=6519&page=1

And here is our wiki-page for entity setup and such:

http://www.nomoreroominhell.com/wiki/Category:EntitySetup

I've skimmed through these before I started working in Hammer so I'll have to go back through now that I have an idea of what I'm doing, thanks.

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You should start small. If you work on something too big, when it doesn't pan out you'll get really upset and demotivated.

You know what my first level for Half-Life was, ever? It was two box rooms about 16x16 feet connected by a hallway about 25 feet long. It had a few crates, some dynamic lights, and basically one of everything just to see how things worked. I added in one little bit at a time.

I made a room. I made a light. I made a hallway. I made a second room. I made multiple spawn points to test that.. I made a door, to see how those worked. I made a button to see how those worked.. then I tied that button to a light, to see how entity input/output worked.

Eventually you keep experimenting and then you realize, all of these simple little things can be combined to do some pretty amazing stuff.

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You should start small. If you work on something too big, when it doesn't pan out you'll get really upset and demotivated.

You know what my first level for Half-Life was, ever? It was two box rooms about 16x16 feet connected by a hallway about 25 feet long. It had a few crates, some dynamic lights, and basically one of everything just to see how things worked. I added in one little bit at a time.

I made a room. I made a light. I made a hallway. I made a second room. I made multiple spawn points to test that.. I made a door, to see how those worked. I made a button to see how those worked.. then I tied that button to a light, to see how entity input/output worked.

Eventually you keep experimenting and then you realize, all of these simple little things can be combined to do some pretty amazing stuff.

Pretty amazing stuff like

204100_screenshots_2012-07-25_00004.jpg

But what Maxx said is pretty much true, start out small with your basic room, make some basic hl2 maps (while following various tutorials located in sites like Interlopers) and eventually you'll get the hang of things like proper scaling and so on, it's also generally not a good idea to release your very first map :P

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You should start small. If you work on something too big, when it doesn't pan out you'll get really upset and demotivated.

You know what my first level for Half-Life was, ever? It was two box rooms about 16x16 feet connected by a hallway about 25 feet long. It had a few crates, some dynamic lights, and basically one of everything just to see how things worked. I added in one little bit at a time.

I made a room. I made a light. I made a hallway. I made a second room. I made multiple spawn points to test that.. I made a door, to see how those worked. I made a button to see how those worked.. then I tied that button to a light, to see how entity input/output worked.

Eventually you keep experimenting and then you realize, all of these simple little things can be combined to do some pretty amazing stuff.

Thanks, you are correct I did start to big. I'm glad I put this up so I could see if I was going in the wrong direction or not, maybe replicating something would be easier practice. After all theres no rush.

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Certainly looks better than my first map lol

Same here.

Kind of reminds me of the compound in the desert from the Call of Juarez games.

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Alright here's my second go at this, I read through the suggested guides and they were very helpful. This is very early so I can see if this is a step in the right direction or not, I beleive I fixed the scaling issue. Heres a rough look of my progress on dead chapel

qpj8rs.png

Edited by Porkchops4lunch

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I half expected this, oh well practice makes perfect right? Anything specificly wrong with this map that makes you think I should scrap it?

I'm just fiuguring out what and what not to make a func_detail. I made sure everyting is on grid points, is there something that makes it seem otherwise?

1. It's basically what they are saying. You need to design a map that has good visibility optimization. This means not having everything in one room.

You control visibility with world brushes. World brushes are normal brushes that are not tied to an entity, like func_detail. World brushes are what control visleafs.

Opt_pvs_good.jpg

Like in this example. When are are standing in room 1, you will not be able to see room 3.

This is what they are suggesting is that you conform to this. This is the source engine.

2. Func_details do not tell the engine to generate this effect.

World-vs-detail.png

Like seen here. Where the pillar on the right func_detail, and the one on the left is a world brush.

Got it?

Off-topic: What I do not get is that picture of dead island.

http://en.wikipedia.org/wiki/Chrome_Engine

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interesting brush work. Remember not to use the carve tool. If you don't know what it is. Then good, Its best it stays that way :P

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interesting brush work. Remember not to use the carve tool. If you don't know what it is. Then good, Its best it stays that way :P

i never had problems with the carvetool , whats wrong with it?

@topic

that brushwork is crazy, i like it

Edited by Orange

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Progress report - learning much through trial and error, the roof alone took me forever to look decent. Ive got the outer shell of the church pretty much done besides rounding and detailng. I'd appreciate some more advise on what you think I should add/remove to this map.

p85js.png


16j4fgn.png

Edited by Porkchops4lunch

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Progress report - learning much through trial and error, the roof alone took me forever to look decent. Ive got the outer shell of the church pretty much done besides rounding and detailng. I'd appreciate some more advise on what you think I should add/remove to this map.p85js.png

16j4fgn.png

Personally I think in the first picture your skybox should enclose the front part of your church and in the back so that your map doesn't have to load the entire thing when someone is standing where that little orange box is.

Other than that (although i'm sure a lot more experienced mappers will have some other suggestions) it looks like a great start but it looks too flat :P Maybe some displacements on the outside where grass would be

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I'll keep updating this thread untill somebody notices i'm doing something wrong and because I could use some ideas.
started working with the 3d skybox, added displacements and played around with various settings. I tryed to make a player clip on the broken wall (left) and it dosn't stop players from entering, what gives?

21cuhyq.png

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player clip is just a brush fully covereed in the player clip texture, it looks ok id use some better textures though there way to basic imo

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Add me on skype or steam, my skype is in my profile and steam is bodom031185, I'm still fairly new and it seems like you, I don't have any of these fine gentlemen to help me learn and unlearn a lot of things and answer questions on the spot. And you may know some things I don't. I'm always trying to find some other mappers to discuss things with. Unfortunately I don't want to waste any of their time, but would love to help you out if you are serious about mapping!

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Todays progress report - Still trying to nail down the basics. In this example I have wood textures that are pitch black unless I'm touching it or shining a light source directly on it, what did I do something to do with shadows/lightenv/skybox? Also I'm still having trouble figuring out how to make a boundry that only zombies can pass through. I appreciate any responses and suggestions.

2v0n2ib.png

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Remember to func_detail those beams :) Also replace those brush made benches with nice model ones. Search "bench" (You do know about models i hope. I dont think I can see a prop in your level yet. prop_static)

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