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View Full Version : DM-Killbox [First Map][Screenshots][WIP, No DL]



shredhead
02-11-2008, 09:10 PM
Hello,

This is my first map ever. I hope to make some real progress with UnrealEd. Before, I've tried using Valve's Hammer Editor, but I never got the hang of it.

Anyway, I decided to start off with something simple. So I thought I'd remake my favorite custom map from Half-Life: Killbox. This is my own version and it's quite different from the original. I'm trying to keep the same fun that killbox always was, but I'm also throwing in a bunch of detail, unlike the original.

Right now, I've only added a few jump pads, platforms, bridges, and a room in the middle of the map. The lighting, static meshes, etc. aren't done yet. The most detail at the moment is in the small room in the middle.

I'm willing to accept any helpful advice and comments. Again, this is nowhere near complete, but I'd like to know from the community if this is a good idea for a map.

Anyway, here's the screenshots:

Here's the most complete part of the map, so far. All that needs adding is weapons in the corners, pretty much.

http://i181.photobucket.com/albums/x72/shredhead370/UT32008-02-1118-01-10-96.jpg

Here's the upper level of the center building. From here, you can access far reaches of the map. One of the main ways of traveling throughout the map will be through jump pads, because I personally find it really fun to fly around.

http://i181.photobucket.com/albums/x72/shredhead370/UT32008-02-1118-01-32-09.jpg

Here's the outside of the center building and the main battle area. Keep in mind, there's not much lighting at the moment. It will be far more illuminated than this.

http://i181.photobucket.com/albums/x72/shredhead370/UT32008-02-1118-01-44-31.jpg

And here's some of the bridges and what not.

http://i181.photobucket.com/albums/x72/shredhead370/UT32008-02-1118-02-12-21.jpg

Top view.

http://i181.photobucket.com/albums/x72/shredhead370/UT32008-02-1118-02-19-12.jpg

Death Dream
02-12-2008, 10:45 AM
You really need to add more lights. Add a ambient light to take over some of the total black areas.

~Death Dream~

apophis3d
02-12-2008, 11:42 AM
Do not use ambient lights they can cause weird mesh lighting.

Use standard lights but turn them to a dark gray color and place them in the dark areas.

You may want to release a beta version at some point so people can test and give you feedback. That way your not going back after your final release to make changes.

ClockworkJB
02-12-2008, 03:55 PM
Use standard lights but turn them to a dark gray color and place them in the dark areas.

Dark blue lights also make a nice effect, especially when they are offsetting warm coloured lights.

Death Dream
02-12-2008, 04:22 PM
Do not use ambient lights they can cause weird mesh lighting.

That is odd because my Joust map has a hit of ambient and I have not had that problem. You just need to use is properly and not let it fill your whole map.

~Death Dream~

xViperAKx
02-12-2008, 04:26 PM
One immediate issue with lighting in the "Battle Room" are the boxes. Maybe you should reduce the amount of lights coming in and use a larger point light, it might possibly help with that right there. Place the light in the center of the room and you'll get a more dramatic effect if you increase the brightness too.

shredhead
02-12-2008, 06:09 PM
As I said before, I am aware that this is too dark, and I will be adding more lights!

xViperAKx
02-12-2008, 06:24 PM
I apologize if this didn't make sense. What I was trying to jab at was that the shading didn't seem right. Sure, you can leave it dark, but try to make it so that things don't seem like they're floating. A shadow always helps with that. Or, better yet, build the lighting on full quality build. That refines a lot of the problems with most maps. I'm not saying your map is bad in any way. I'm just saying you could change a few things before moving on.

shredhead
02-12-2008, 09:44 PM
Trust me, those are details I'm working on. :)

Thanks for the advice, Viper.

I'll update this once I've made some more progress.