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If you're taking suggestions I have a few: Make the sewers lead somewhere outside the city so it's not just a self contained maze. And maybe expand the small outland area into a second part. Better yet a big, open cave system with a few rebel scrap shacks on the walls. I personally like the third area as an abandoned district, but the wall that's there should maybe be a bit wider and the sides should be raised so people don't vault it and such. That's really all I can suggest. Please do consider this because I'd love to see an RP server on this map or a modified version of it, but the people I've asked seem to dislike it's current form
I know reworking on D3 is a huge task, but I mean, if you want to be better as a mapper you may want to take a look to wherever there is room for improvement. I perfectly know even just editing a map in Hammer is quite often a gruesome and lengthy task (Source tools are glitchy and complex specially to people who are used to more modern GUI tools), let alone creating something, but sometimes those are limits worth to break.
As for the skybox, I may recall wrong but you could set sun position (at least in Episode 2 Hammer), but if that's not the case you could try to change ambient lighting to a different angle (it's even easier if said skybox happens to be from HL2 games, since on vdc they tell you the optimal ambient light angles for each official skybox).
You've still got a long way to go, but you do have potential since most building interiors are fairly good. Keep on going!
Making a map less depressing is still possible even if we retain nighttime. Now I'm not an expert level designer so I wouldn't know any better on how to actually do that, but you can make a Tokyo-like map look more lively with quite some touch-ups while still having "dark" ambience.
Don't get me wrong but I never intended to say D3 has to be removed, I respect it as a creative idea, it's just that as-is right now it feels like it's not meant to be there.
I've seen several issues with outlands, such as it being an obvious square (I'm not saying it shouldn't be, you can and you did make it smaller, but you should make it less obvious that it's basically a square), texture blending looks blocky from a distance, and there being basically no big vegetation other than a few trees that honestly look all quite the same and overall gives more blandness to the area.
- The big combine walls have always been in the skybox on most version so I didn't want to change it too much. And the sun problem is a skybox thing, nothing I can really do about it.
- Trying to make District 3's look to be more consistent with the rest of the map is quite a large task and would basically call for a rework of the entire district. I won't change back to nighttime as the night makes the map depressing.
Thanks for the constructive feedback. I'm still incredibly new to hammer so I am still honing my skills but thanks anyway :)
- The change to day time was my decision and will not be rolled back, the decision was also influenced by many people telling me I should make the map less dark and depressing.
- The new district was my idea, I can see where you come from but I like it and a lot of people also like it. The errors in this area are fixed now thanks to the people bug reporting.
- The sewer tunnels do need improvement but they are bad as I made them very early on when I had pretty much just started mapping so I want to go back and touch them up.
The sewer tunnels "connecting" to the outlands are lame, just a generic square hall with sewage water. I know you can make better than that.
The outlands, jesus christ. They literally look like something you'd find on workshop dupes/saves, aka stuff made without Hammer. Honestly you could've just left out any other C8 outlands.
Skybox is fine, I guess? Only thing is that those combine walls in the skybox look kinda out of place, could be just me seeing this wrong though. Also, sun position doesn't match geometry shadows, at all.
Overall, everything about this edit is very "eh". If you rolled everything back to nighttime, fixed district 3's looks to be more coherent with the rest of the city and polished that same part, it would've already been 10 times better. I may have made fun of this map twice, but honestly I've got nothing against you, and you can improve if you put more effort :)
First of all, daytime removes a lot from City 8's atmosphere (in a negative way of course), making even the unedited outdoors sections look somehow worse.
Now, the new district. It feels very out of place for C8's aesthetics, it looks like something you could perfectly place in a generic City or even DarkRP map. That semi-destroyed bridge looks so bad, and for some reason part of the concrete makes metal sounds (wtf?????). On a sidenote, I don't know if this is on my side (I have all the content installed and mounted, and it works fine) but a bunch of models inside this district either had missing textures or the model was completely gone (this didn't affect my view on the map as I still don't know if it's my problem or not).
surprise is really cool