Massassi Forums Logo

This is the static archive of the Massassi Forums. The forums are closed indefinitely. Thanks for all the memories!

You can also download Super Old Archived Message Boards from when Massassi first started.

"View" counts are as of the day the forums were archived, and will no longer increase.

ForumsShowcase → Half-Life: Deception
Half-Life: Deception
2006-02-20, 9:09 PM #1
So, for my Into to Game Design course, we're making a number of Half-Life 2 mods. My group's mod focuses on continuing the story of Adrian Shepherd in a segue between Half-Life 1 and Half-Life 2. Here's the little bit I've made so far in my foray into mapping. Yes, I realize the rope on the corpse is wrong. I'm working on fixing that.

[http://jrh3k5.net/misc/sp_downtown0000.jpg]
[http://jrh3k5.net/misc/sp_downtown0001.jpg]
[http://jrh3k5.net/misc/sp_downtown0002.jpg]
[http://jrh3k5.net/misc/sp_downtown0003.jpg]
the idiot is the person who follows the idiot and your not following me your insulting me your following the path of a idiot so that makes you the idiot - LC Tusken
2006-02-20, 9:14 PM #2
Ug, HL2's fire looks photoshopped. The graphics are hot, but NOT photorealistic. Photorealistic flames + sexy RENDERS = irrealism.

Other than that, it's FAR more than I can accomplish in a brush editor. I hope to see ample usage of 3d objects in your map, though. Right now it's rather bland.
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2006-02-20, 9:35 PM #3
im liking it, but i would move that ceiling light over so its attached on a 'level' surface. i know the texture is only giving the idea of 3d-ness for that ceiling, but it would look much better attached to what appears to be a flat surface.
2006-02-20, 10:04 PM #4
Wow. I think that suggestion really improved the scene.

[http://jrh3k5.net/misc/sp_downtown0004.jpg]
the idiot is the person who follows the idiot and your not following me your insulting me your following the path of a idiot so that makes you the idiot - LC Tusken
2006-02-20, 10:25 PM #5
I really have to agree.
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2006-02-20, 11:17 PM #6
Damnit, I want to be in your class!

:(

(nice work btw)
The Plothole: a home for amateur, inclusive, collaborative stories
http://forums.theplothole.net
2006-02-21, 8:41 AM #7
Those buildings look way too boring. Really a repetitive sight. Could you add something to the buildings so they are better to look at?
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2006-02-21, 9:29 AM #8
Wow, what a coincidence. I just started using Hammer again after a while of not using it. I am working on a really crummy looking fort. :p I like how your map looks but the buildings are kind of bland.
2006-02-21, 9:59 AM #9
Glow in the Dark shotgun o_O
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2006-02-21, 10:40 AM #10
Not bad, but it needs a bit more detail inside, and more variety in the buildings outside.

I know in real life indoors are usually four walls a ceiling and a floor, but your texture on the ceiling is fake 3d ish... when you could just make it 3d and it would look better. A more flat texture would work better.

2006-02-21, 11:52 AM #11
it needs alot more detail! good start though. I thought it was a HL1 at first :P
"Nulla tenaci invia est via"
2006-02-21, 2:30 PM #12
The last time I checked, Adrian Shepherd doesn't wear an HEV suit (hence the HEV gloves). I don't know if you can fix those or not, but it would look a bit more like Adrian Shepherd if he had those gloves he wore in the first game or maybe just bare hands.
"DON'T TASE ME BRO!" lol
2006-02-23, 1:38 PM #13
well at least he's holding the most badass gun in the game. :cool:
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2006-02-23, 2:03 PM #14
Interesting...But you do realize that there are like 4 Adrian Shepard Continuation mods.....right?
2006-02-23, 2:10 PM #15
The corpse hanging from the streetlight looks out of place. And by out of place I mean people don't hang charred corpses from streetlights. Well... most people.
2006-02-23, 9:19 PM #16
Just an idea, but you should add a few pillars/support collumns in that room, to hide behind and add interest to the room.
2006-02-23, 11:42 PM #17
Originally posted by Jenny_Kitty:
Interesting...But you do realize that there are like 4 Adrian Shepard Continuation mods.....right?


Interesting...But you do realize that there are like, grades and stuff involved.....right? :rolleyes:
-Hell Raiser
2006-02-24, 5:41 AM #18
The streets look awkward in those pictures. I can't put my finger on it exactly, but I think it might be the way all the buildings are so similar. They look all the same height, with all the same architecture.
2006-02-24, 9:18 AM #19
and they all appear to connect
[01:52] <~Nikumubeki> Because it's MBEGGAR BEGS LIKE A BEGONI.
2006-02-24, 9:21 AM #20
Originally posted by Space_Bandit:
The last time I checked, Adrian Shepherd doesn't wear an HEV suit (hence the HEV gloves).


We're going to cheat and re-texture the HEV suit to give it a more "military" look, citing that it's a pre-cursor prototype to the HEV suit in HL2.

[quote=Jenny Kitty]Interesting...But you do realize that there are like 4 Adrian Shepard Continuation mods.....right?[/quote]

Nope, and don't care.

Originally posted by Axis:
I can't put my finger on it exactly, but I think it might be the way all the buildings are so similar. They look all the same height, with all the same architecture.


Originally posted by MBeggar:
and they all appear to connect


Good advice.
the idiot is the person who follows the idiot and your not following me your insulting me your following the path of a idiot so that makes you the idiot - LC Tusken
2006-02-24, 11:19 AM #21
I wanna play this when it's done. :p
"DON'T TASE ME BRO!" lol
2006-02-24, 12:18 PM #22
op4 was awesome.

Once you add more detail with a bunch of models lying around, it will look less bland.

What hardware are you developing on?
2006-02-24, 12:21 PM #23
Now I have to go buy HL2. You owe me fifty bucks. :mad:
"Time is an illusion. Lunchtime doubly so."
2006-02-24, 8:14 PM #24
Working on the mysterious black blob that's supposed to be a pile of debris.

[http://jrh3k5.net/misc/1sp_downtown0000.jpg]
[http://jrh3k5.net/misc/1sp_downtown0001.jpg]

A (WIP) view from the other side of the white building:

[http://jrh3k5.net/misc/1sp_downtown0002.jpg]
the idiot is the person who follows the idiot and your not following me your insulting me your following the path of a idiot so that makes you the idiot - LC Tusken
2006-02-26, 1:46 AM #25
That is a great improvment! The first of the new shots is still a bit repedative(sp?) on the buildings and that object looks darker than it should. The third shot looks the best because the buildings look more real (I think in the other two shots you should take out some windows as normal buildings dont have that many windows.)

That blown out building in shot 2 looks great, I think you should have more wrecked buldings and landscape as it apears to be set in a warzone.

Finally the buildings have no doors or entrances.

Edit: I just saw that yellow building in the first of the new shots thats another great example of how a buiding should be done.

Double Edit: One last thing that blown out building in shot 2 has no windows around it yet the rest of the building has windows everywhere, this is inconsistant.
Spoting an error in post will result in a $100 reward.
Offer expires on 6/6/06. Valid one per customer, per day.

Rangi
2006-02-26, 12:32 PM #26
the outside lighting and architecture is rather bland.. I'd say add much more detail to the buildings.. I mean model each window and door if you have to. look for references on Google of how a city street really looks.
"Nulla tenaci invia est via"
2006-02-26, 5:39 PM #27
Originally posted by Z@NARDI:
model each window and door


Do you want him to release this? Ever?

2006-02-26, 7:49 PM #28
Well, it is quite bland. I know of some JK levels with a good bit more detail. Oviously, Wolfy is a beginner to this engine, but that doeasn't mean he shouldn't strive for excellence.
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2006-02-26, 10:26 PM #29
[QUOTE=The Mega-ZZTer]Do you want him to release this? Ever?[/QUOTE]
I see 7 different windows. I dont think that would take too long :P
[01:52] <~Nikumubeki> Because it's MBEGGAR BEGS LIKE A BEGONI.
2006-02-26, 11:04 PM #30
Originally posted by MBeggar:
I see 7 different windows. I dont think that would take too long :P


8 actually.
Spoting an error in post will result in a $100 reward.
Offer expires on 6/6/06. Valid one per customer, per day.

Rangi
2006-02-27, 2:29 AM #31
Originally posted by Daft_Vader:
Well, it is quite bland. I know of some JK levels with a good bit more detail. Oviously, Wolfy is a beginner to this engine, but that doeasn't mean he shouldn't strive for excellence.


The Source engine can't handle as much architectural detail as the SITH engine does. If you want to make really detailed stuff you'd have to model it all in external programs and import it as 3d objects.
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2006-02-27, 3:03 AM #32
Originally posted by ZOOIkes:
The Source engine can't handle as much architectural detail as the SITH engine does. If you want to make really detailed stuff you'd have to model it all in external programs and import it as 3d objects.

Er. I'm not big fan of Source, but I'm pretty sure that's what detail brushes are for. Or did they mess those up, too?
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2006-02-27, 8:35 AM #33
After a couple detail brushes the compiler craps out. That's what made me abandon my HL2 projects. I only build about 4 rooms with quite some detail and then the compiler just quit on me. (Printing a list of maximum objects it could process and showing I had somehow exceeded that)
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com

↑ Up to the top!