Contents
Contents … … … 0
1st Introduction … … … 1
1.1 Background … … … 1
Inspiration 1.2 … … … 1
1.3 Planning … … … 1
2nd Layout … … … 2
2.1 Layout and overview map … … 2
2.1.1 Overview Map bunk one to two … … 2
2.1.2 Overview Map bunk two to three … … 2
2.1.3 Overview Map bunk three to four … … 2
2.1.4 Overview Map all floors … … 2
3rd Visually … … … 3
3.1 Orange Mapping … … … 3
3.2 texturing … … … 4
3.3 Lighting … … … 6
3.4 Call Detail … … … 6
4th Sound … … … 6
5th Optimization … … … 7
5.1 Basics … … … 7
6th Summary … … … 8
6.1 Conclusion … … … 8
1st Introduction
In this review of my work process so I will go through step by step, how I initially planned to map optimization in the end.
1.1
Background
This chapter of Half-Life 1 universe takes place according to me in an old, half-deserted part of an underground power station, whose main role is to provide power to large parts of Black Mesa underground train systems.
The area is occupied by the military that uses it for storage of weapons and supplies.
1.2
Inspiration
Part of my inspiration to Power Up came naturally from the original, but much also came from photos and research as I did before I started planning for the chapter.
1.3
Planning
In late December 2007 so I was commissioned to our Lead Level Designer to start planning and doing research for my part of the Power Up.
I started to play through the original chapter thirty times and I took many reference photos to help me with the layout later.
After that I started to search for information on the original. I also examined
after lots of pictures of abandoned places and military anläggningar.Jag found some pictures that I thought fit the theme and it gave me the inspiration to start working.
Deadline for the chapter was two months, in late February, it would be clear, so I had to get down to the layout at once.
Before I started with the layout so I first put up their own smaller deadlines for each week. 1
2nd Layout
2.1 Layout and overview map
2.1.1 Overview Map storey one and two
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2.1.2 Overview Map bunk two to three
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2.1.3 Overview Map bunk three to four
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2.1.4 Overview Map all floors
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3rd Visual
3.1 Orange Mapping
Orange Mapping is the very first I start with when I create my levels.
I build only the basics of the runway, and then you can play through the map and test the gameplay. In case something feels wrong, and not floating in like it should during testing so the map is still in such an early stage that it’s easy to make changes.
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3.2 Texture Ring
When it came to the choice of textures, so I worked with one of Black Mesa Best Texture Artist to create some really good and appropriate textures. Many of our textures are based on the originals, with some modification, depending on what we are striving to create the theme and mood of the chapter.
To Power Up so I wanted the textures would be pretty worn concrete textures with much detail and that some would have different colors suited to the lighting as I had planned to use.
Here are two examples of textures that our texture artist came up with based on the originals and a texture map on most textures I used for the chapter.
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3.3 Lighting
Before I started to build the basics of the chapter, so I created a small map with two rooms, where I had a mix of different textures and lighting in each, to see which one I liked best suited to my theme. I tried many different colors and in the end so I decided to work with a light blue hue.
When I later began the lighting for the map so I knew immediately that something was taken, the blue color meant that the whole surroundings of the chapter felt right boring and monotonous, it was contrasted.
I started by adding an off-white color to light up the roof and the area around the lights. But that is not true, I felt I wanted more and stronger contrast. I then tried to add a lamp to light brown rust color and then it became perfect.
As a final touch, I added a greenish fog in the map.
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3.4 Call Detail
When it came to that first detailed map, so I wanted to keep me pretty close to the original with much concern in the boxes on the ceilings and floors. I wanted to get it to look like the military had occupied the whole area.
I found the original did not have a lot of things when it came to technical equipment, it would surely be a powerhouse for the underground tågsystemet and it did not feel quite the same as it in some places, so it was something I felt I had to remedy.
4th Audio
Sound is very important for a map, the map gives life and surroundings feels much more real.
When I finish with the most visual of a map so I usually add ambient sound and audio for specific machines, fans, computers, etc…
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5th Optimization
Optimization of the Source engine is mainly about making it easier for the graphics engine to render objects, models, lighting and textures.
In case you would ignore that optimize a map as a simple optimizing compiler automatically over the map. Then it will often be sloppy and it drags down performance in games, since graphics engine often will have to render more than what is necessary, for example: modeling, lighting and textures that are invisible behind walls.
It takes a while to learn to play teacher optimization of the Source engine, but when you can and make it the right way, then it can do in a map.
First, you can halve the compile time, and secondly you can increase FPS: n, or at least even out the so it becomes playable.
It is very important to optimize the map correctly in Source otherwise it can have the opposite effect.
5.1 Basics
Before starting to build on its chapters, it’s little things to think about in order to facilitate the process, compile and optimize at the end.
It is so that Source engine works seamlessly with the pack on two occasions, for example: 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024 etc… It is best to work with sizes of 8 and up. This simplifies and speeds up the flow when you work, no textures are smooth, there is less chance that you get leaks in the map and compile process go faster.
There are a lot more to go through in the optimization of the source engine, here is an example of how it looks before and after optimization of the chapter Power Up.
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6th Abstract
Power Up The chapter has been a really fun project for me. I really enjoyed working with this theme and the arkitektuella style suited me fine.
The process ran on well, I would constantly get new inspiration to work on, and I never had any major problems or stop the development.
6.1 Conclusion
There are both advantages and disadvantages of working with a port for a mod team. The main disadvantage of a port is that it removes much of the creative freedom, you must always keep within the framework of the original and it can sometimes be a real challenge.
But the advantages outweigh the disadvantages and the best part is that I get to work with my favorite game. To add and change things that I think was or was not technically possible in the original.
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