Mapzala


And so, my second map is in the making.

A bit over 30 hours into it now. I had a rough idea of what to work on from before, I had planned on doing a map using the industrial area near in my hometown as reference. This map deviates quite a bit from the original plan, but I’d say that my original ideas worked as a base for this. Anyway.

At the moment it’s just a single map. It’s starting to get bigger so I’ll probably have to slice it up. Working will probably be easier that way too.

The map started from what is now the workshop area. Then added what turned out to be the break room for workers. After that, added the big hall, and the hallway leading to it. From there I put the hallway leading to the outside (which wasn’t made yet at this part). Then got an idea to make the outside area, a second floor and added area to behind the breakroom. This area turned into an office workplace, with cubicles (not propped yet). Player spawn is currently there. That’s the work I’ve made so far roughly, and there’s a lot more to do.

I’ve made an HD quality walk around the map so far which I uploaded in Youtube. For the tour, click HERE. The video is quite dark. The map isn’t exactly full daylight either, but definitely a lot brighter than the video would make you assume.

Comments, critique, ideas, anything. GIVE ME. :hmph:

Overall a good map. Some of the rooms looked like something you are likely to see in real life, other’s looked a little underdetailed. The corridors need a little more detail.

I am sure you will get much better constructive critism from Rapid when he gets in here.

He’s already here…

Regarding my critique, you already know what I think of the map… although that was before you completely changed the layout.

It looks like you’ve got a good start; I like the bunker-like feel of the exterior and the garage area in particular. A few thoughts from the video;

  • One thing I noticed is that it looks like some of the doors/portals between rooms have trim/frames, and some do not, which looks a bit strange where a brick texture meets a plaster wall for example, or where doors are mounted right into a wall without a frame. The same goes for windows, like in the paneled office with the breen desk prop.
  • On the subject of windows, consistency with what can be broken and what can’t is always good. I noticed that the first window can’t be broken (so you can’t get outside?), while the ones in the office and the lower ones in the garage area can - consider making all of the unbreakable windows the same material (the green safety glass around 4:19) or have some other reason why they can’t be broken (safety bars or something).
  • In the cubicle area the partitions remain somewhat brighter even when the light is flickering off - I would either brighten this area slightly so you don’t notice it, or remove the flickering altogether unless it’s important. This goes for other areas with toggleable lights, as well, they tend to look a bit strange if they are the sole light source in an area.
  • The ceilings in the office areas/corridors are pretty flat - consider adding some more detail to them - ductwork or vents, structural beams, or some sort of paneled ceiling.
  • I think there is potential to do something with the environment light in the garage area - if this doesn’t go against the mood or theme you want for the room, you could have those skylights in the ceiling casting light (add spotlights underneath them if the actual light_environment isnt casting light through them), and add in some volumetric light beam props or dustmotes as well. Alternatively you might consider changing the hues on the work lights in the garage to a colder blue hue or warmer orange/yellow tone depending on the mood you want to set in there (they look like flat white lights right now, even slightly tinting them with color is helpful).
  • Around the 3:11 mark there is a door that can be opened (with a button?) in a very dim hallway - not sure if my monitor is just really dark but I couldn’t see anything - I like the silhouettes in the next room from the hole in the ceiling and the pool of light on the floor, so I wouldn’t light up that room very brightly, but you might want to add a dim light and a sprite or something on the button or door to draw attention to it. I would also cast some dim light from the upper windows in that room (and maybe put an omnidirectional light in front of them) to give a slight glow from the windows.
  • Consider giving your environmental light from the skybox more of a tint - right now it looks closer to white in the outside area, while the 2D skybox image is very orange. Don’t be afraid to play with lighting hues and colors, just don’t go overboard with color saturation, it tends to make lights look fake and artificial.
  • Additionally, in the outside area, you might want to put in a bit more detail - more crates are an easy option but not very interesting, so something like a guard shack by the entrance gate or a small crane might look nice.

The most useful thing is not having to wait for the models to load everytime.

Valve must have been pissed too.

Nice work, some criticisms though: the office could use some work, especially the bosses office, and the big room with the hole in the roof is too dark I think, you can’t see at all. It would be nice to have a few little lights maybe illuminating key places of interest so that players don’t stumble blindly through it.

On a side note, is the area specific breakable glass more expensive than regular breakable glass? Valve doesn’t seem to use it as much.

Bumpedy bump.
Real life got in the way and my interest in mapping sort of dropped so not much has been done. Just a little work every now and then when I had the sudden moodstrike to do so. As of late however, I got some ideas on the map (again), which is sort of a pain. I want to get working on the big hall already, with the hole in the roof. :tired:
Here’s an update video on it. Still a lot of WIP stuff, especially the room with the water. Also, I edited the video to be brighter so it might look weird. Damn fraps makes the video so dark.
Again, critique and comments plox.

SAMZALA LAAA LAAAAA :rage:

Now… Was that a 3D skybox or did you map it off into the distance. :S

Latter option.

Lookin good mate, the water in the basement looks fine to me? The extra props really make s difference. :slight_smile:
.

It worked out good. :slight_smile:

Didn’t notice any texture stretching or noticeable lines from skybox transition, so if it was a 3D skybox, I was going to be like, “Wow.”

I would make the door at the control room open outward. To me it looks silly when it pushes that table aside.

I liked the darker version better. This just looks like a regular map now, the other one was creepy. :]

The table is supposed to act as a block to the door so the player can’t open it from the outside, and has to go through the window. I’ll replace it with a chair or something so it won’t look so dumb. And as far as the lighting goes, I think I’ll rather stick with this brighter version than the old dark one.
Also, working on the room with the water atm, I’ll post screenshots when it’s worthwhile.

Bump[COLOR=‘Black’] and double post <.<
I’ve been working on the map quite diligently for the past four days or so, and am hoping for a finished product by Monday. Entering for the Hunterville map comp, 100$ main prize and 15$ honorary mention prizes.
I don’t have the time to post an update video because there’s like only 2 days left till the last entry date, and making a video would take several hours. But I’ll get around to that once I’m done.

Ima compile dis shit!

I can’t wait to see it finished! :3

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.