Spine
All toasters toast toast.
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- Apr 26, 2016
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I'm not sure if that's a good or a bad thing to you- the goal was for sure to replicate some of the environments but to surely mix it's own feeling and atmosphere. We wanted to make a map we actually wanted to play on.Yep. This feels like hl2.
Compared to the current map. In my opinion, you did a good job creating the feeling of half life 2. The idea of eastern architecture being present is kind of a big deal for me. You tried speakin to @Atle about the project?I'm not sure if that's a good or a bad thing to you- the goal was for sure to replicate some of the environments but to surely mix it's own feeling and atmosphere. We wanted to make a map we actually wanted to play on.
Our ultimate idea was to make the map feel moody and deep in tone, but not exaggerate the combine architecture to make it too daunting. We found that a lot of maps had the tendency to be very metal in design, many parts of the map being made completely out or covered in metal. I decided the best way to go about this was to make sure that all of the buildings had the idea of being inhabited and possibly controlled, but also very mild in appearance. I used things like lights and slight details to signify Combine controlled areas, including general blue hues and yellow hues to give the player an idea of what kind of environment they were in.Compared to the current map. In my opinion, you did a good job creating the feeling of half life 2. The idea of eastern architecture being present is kind of a big deal for me.
I really like this mood you set here. You planning on making this type of moody color pallet for the entire map or just this one select place?Just a little minor update on the bar, I changed some textures and things but I still need to make this area feel a little more used and varied. It's a little too open right now for my tastes, but I'm working on filling it up with some more detail. I started a little bit by raising the ceiling and adding some dustmotes as well as retexturing it. I plan on letting some music play in here, but I'll sort that later.
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I really like this mood you set here. You planning on making this type of moody color pallet for the entire map or just this one select place?
I really like this mood you set here. You planning on making this type of moody color pallet for the entire map or just this one select place?
Good question, I actually plan on setting this atmosphere for a large portion of the map now that the map has resulting and turned itself down to a more dusk type setting. The bar is a great example of some of the run-down and more less desirable areas that will be featured in the map. You should be able to tell what's a more government or civilian building in the map based off of it's lighting and textures alone. This bar in specific is a more civilian hang-out spot, so it's a lot shittier in it's interior.I'm hoping it's this. I've always wanted dark and moody/bleak interiors to be a centralized theme in mapping, as it makes moments of respite and happiness seem that much more important.
I don't believe it's the size of City 24- but I think it can house a good amount if you prioritize and spread things properly. It's hard to reply to something like that when the map isn't fully finished yet. I'd say by the end it's plausible to be able to fit 75-100 tightly.How big is the map again? Would it be possible to sustain like 100 players?
It's good because imo the streets should feel crowded.I don't believe it's the size of City 24- but I think it can house a good amount if you prioritize and spread things properly. It's hard to reply to something like that when the map isn't fully finished yet. I'd say by the end it's plausible to be able to fit 75-100 tightly.
Well- look at it this way. The main plaza and the roads are designed for APCs to roam around freely and easily. I tried to do as much as possible to make sure that the map wasn't too spread out- but not too pushed together hence me rebuilding entire sections of the map. The reason P15 and the canals are being re-done is due to the fact that the areas felt too open and unused.It's good because imo the streets should feel crowded.
Compared to i17, how big is it?Well- look at it this way. The main plaza and the roads are designed for APCs to roam around freely and easily. I tried to do as much as possible to make sure that the map wasn't too spread out- but not too pushed together hence me rebuilding entire sections of the map. The reason P15 and the canals are being re-done is due to the fact that the areas felt too open and unused.
Here's an older version of the map from the sky- showing it's main routes.Compared to i17, how big is it?
Thank you, keep your eye out. I'll be posting more soon.This is sick. Honestly, this is how i always imagined a Combine controlled city. Not full on citadel-metal coverted corruscant ripoff, just a normal dilapidated city with some areas enforced for combine use. Also the fact it uses Eastern architecture it really gives it a HL2 feel.
Can't wait to see more.