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gordon.freeman12

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Post Thu Nov 26, 2009 1:26 am

hr_vacant

Well, its been ages since Ive posted on here :P

I just finished up my first project. I like to think its pretty good for an amatuer of amatuers. Its a singleplayer horror map.

I started it as an experiment into a bunch of effects, but it grew from there.

You can get it from here.
http://www.garrysmod.org/downloads/?a=view&id=84353
(It works for both hl2 and gmod, gmod version has some bugs though)

Again, Im an amatuer of amatuers here so be nice :bluesteel:

(I think I mentioned this already, but I love this icon :bluesteel: )
_________________________________________
There is no innuendo behind the Flounder Box
It is simply a box
and there so happens to be a flounder in it that box
Hence, the Flounder Box

http://www.atomiccrowbar.com
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Nicadeamas

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Post Sat Nov 28, 2009 2:56 pm

Re: hr_vacant

.
Nice, I'm going to work now but I'll look into it ASAP and post back. Nice to see you around again haha. :t3razz:
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vecima

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Post Sat Nov 28, 2009 8:37 pm

Re: hr_vacant

downloaded, I'll check it out in a bit.
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Nicadeamas

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Post Mon Nov 30, 2009 7:49 pm

Re: hr_vacant

.
Cool, I've got it running, and am typing this post as I play it. I'm actually running it in ep2 so if I get some errors I'll mention them and switch over to hl2.
So here is my list of suggestions, I'm makeing them up as I play the maps.

1. Learn 3d skyboxes, this would add a lot to the opening scene.
- I don't know what time era this is in but a citadel would be nice for the 3d skybox.
2. Add some kind of noise or ambient atmosphere loop in the opening area.
- Perhaps a combine truck driving by with its alarm thing going off.
3. Put a cord and plug on that TV, I can send you an example map (I think) of how to make a TV with a cord that turns off when you yank on it.
4. The light models for this area seem out of place.
5. The dead man in the 2nd room should be on the floor. add a creepy sound and a flickering light blue florescent light.
6. change either the wall or the ceiling texture, perhaps lower the level of light to make flickering stand out.
7. Add a steam or water sound to the pipe on the left of the door when you come into the 2nd room.
8. Give the room a low lightmap setting so that the shadows from the flickering light are sharp.
9. You could have creepy music playing over the radio that the player can turn off.
10. Nice effect. The door doesn't seem like it should be wooden though.
11. Graphete on the wall seems out of place, I feel like I am in the lower parts of a facility, so there could be pipes along the wall instead of graphete.
12. your missing light models past the next door, and the steps should be 8 units tall, I think yours are 10 or 11.

13. Okay this is a bit creepy. a well with darkness far below being the only way to go is a nice thing there, it would be better if you didn't hear the scream til you looked down the well, and in that case the scream shouldn't be very loud. Might also be a good idea to make up your own scream because the one from ravenholm is tiring.
14. It would also be good for this well room if you made it kinda open up to a larger room, with a gate or metal door that you cant open, and 4 big pillars around the well. But it should be so dim that you cant see the ceiling. The light beam shineing int othe well feels wrong because none of the other lights are like that. So what would be better is to open up the ceiling and have a metal grate with the sky above. I can send you an excellent sky texture, have a look at it it is in the de_Cubicles map for css. hosted on this site. But that would be an awsome sky for this, and you could have a fog going from the hole in the ceiling to the well..
There is an excellent model for that already I think it is for ep2 and it's for vents. Okay I'm jumping in.

15. Nice effect, I like being able to look up and see the light zooming away. But it probably shouldnt be such a long drop.

16. Nice room below, could use pipes along the wall.
17. the guy hanging is a little creepy, but it would probably be better if it looks like he hung himself a long time ago.
18. The light on the table isn't to good, because the player can pick it up and walk off with it. What would be better is the man hanging on a florescent light, but being so heavy it half brok the light so it is hanging on one side, flickering, and casting his dead shadow on the wall.
19. the little fence doesn't feel right.
20. The big room needs some more props. And there seems to be an invisible brush by the fence.

21. okay that last room with the long hallway is pretty creepy, Nice flicker thing.
22. You should put the shotgun directly in the players path so he is sure to pick it up.

Pretty nice work there, good job on the effects, keep it up. What would help I think is if you added some custom decals that you can put on the walls that explain more on what is happening in this world.
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gordon.freeman12

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Post Thu Dec 03, 2009 1:21 pm

Re: hr_vacant

1. I suppose it would help. At the time, I thought the fairly tall buildings would negate the need for one. But I look back and the area past the fence in the opening is pretty bland.
3. Like in the apartments in hl2? I was thinking of doing that, but it must have slipped my mind :P
4. Ive always had that issue. I like to think Im getting better at judging that kind of thing though.
7. I underestimated the effect of steam vents. Perhaps having it trigger when you approach the table would startle the play or somthing. Thanks!
9. I was also considering that, but then I thought the ambient music would block it out.
9a. I considered having the radio speak a message, but with white noise to make it indistinguishable to the player. That slipped my mind mid project also.
12. Whoops, thanks for catching that ;D
13. You didnt see the corpse fall into the hole? I knew I should have set the trigger delay for .7
15. I was conflicted when I made that hole. I thought it would be cool for the player to realize "Oh ****, this is deep. I wont be able to get back up." On the other hand, it was a waste of space.
17. It would make more sense I suppose. At the time, I was experimenting with delays and parenting.
18. That would be creepy, wouldnt it :D
19. I was inspired by the game FEAR for that one, and I noticed that they used fences to seperate the janitors storage from the main hallway. I wanted to create that effect while still encouraging the player to explore it (hence, the dead guy)
22. I tried to use the shotgun shells on the chair as a guide so when the player walks in, he sees the shells, walks to pick them up (Out of habbit) and they notice the shotgun.


All I can really say is thanks alot for the tips! These will really help me in my future mapping! Most of the responses I got for the map were fairly obvious and not really what I needed. You guys are great ;D

I miss the sdknuts tutorials you guys hosted here though. Thats what got me started on better mapping :P

Im working on chapter 2 now and Ill take everything you've said into account! Good luck with zentech ;D
_________________________________________
There is no innuendo behind the Flounder Box
It is simply a box
and there so happens to be a flounder in it that box
Hence, the Flounder Box

http://www.atomiccrowbar.com
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vecima

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Post Thu Dec 03, 2009 1:30 pm

Re: hr_vacant

Nicadeamas and I were discussing maybe recreating some of those tutorials from scratch, making sure the info is current and accurate. Also, If there's something you've learned that you think is helpful, and there isn't already a tutorial on the civ, feel free to write one yourself! :)
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gordon.freeman12

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Post Thu Dec 03, 2009 3:38 pm

Re: hr_vacant

Ive got a video "basics" tutorial which teaches the basic functions of the tools and walks through making your first map while teaching a few good habbits along the way to get into (nodrawing brushes, aligning textures as a habbit, ect) I would love to post it on here when its edited (The audio is off synch with the video, dam hypercam)
_________________________________________
There is no innuendo behind the Flounder Box
It is simply a box
and there so happens to be a flounder in it that box
Hence, the Flounder Box

http://www.atomiccrowbar.com
<<

gordon.freeman12

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Location: Liberty City

Post Thu Dec 03, 2009 3:40 pm

Re: hr_vacant

Oh, and nic, your displacement tutorials really helped! I read them a while back and am using it in my latest project :D
_________________________________________
There is no innuendo behind the Flounder Box
It is simply a box
and there so happens to be a flounder in it that box
Hence, the Flounder Box

http://www.atomiccrowbar.com
<<

vecima

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Post Thu Dec 03, 2009 3:50 pm

Re: hr_vacant

sounds good... I'm not sure how video tutorials are going to work. You might not be able to add it yourself, but at the very least you can send it to me, and I'll post it in a player or something... I still have to do some research into video streaming.
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gordon.freeman12

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Post Thu Dec 03, 2009 3:55 pm

Re: hr_vacant

vecima wrote:sounds good... I'm not sure how video tutorials are going to work. You might not be able to add it yourself, but at the very least you can send it to me, and I'll post it in a player or something... I still have to do some research into video streaming.


I can do a written version if that would be easier.

Or couldnt you make it so people could just download it?
_________________________________________
There is no innuendo behind the Flounder Box
It is simply a box
and there so happens to be a flounder in it that box
Hence, the Flounder Box

http://www.atomiccrowbar.com
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