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More on the Citadel: At the moment it generally looks pretty boxy, which I guess is how most fan-made Combine maps turn out due to not applying shapes and other architectural features that appear in Valve's. Also, the office looks a lot like Breen's, and seems kinda unsuitable for an occupation of a different dimension; you could replace that with a more standard control room.
You should take a look at this[facepunch.com] mapping guide for a start, and there might be others out there along with whatever you can learn from Valve's maps; I'm aware it's not easy to apply such style, but it should be worth it once finished.
On a minor note, you might want to spread out the 3D skybox structures a bit so they line up perfectly with the Citadel cables, right now they seem to be too close, making the cables go through and seem disconnected. Also make more islands/structures to connect all visible cables.
Overall, it's a pretty good idea that hasn't been done a lot (if at all) so polishing it overtime should make it look perfect. I think you should work towards keeping the Citadel spaces small and only really meant for the troops stationed there; meanwhile you can expand on the outside. Good luck on your future maps or updates to your published maps.
In terms of lighting I tried to give the feel of that Bu'ulathoi, my previous xen map was bright (in the hub area) because it wasn't invaded, but now I tried to give the feel of a cold silence with the white hue on the outside. Feeling as if the area you are in is kind of in the shadow of the Citadel
I am rather aware that the Citadel Areas seem a little too boxy, which I hated myself for but I never really had any vision to expand on it, which now since this has been brought to my attention, I -will- probably expand on it. This is because this is the first time I have been experimenting with Combine Architecture, something that seems so simple, but for me actually hard to do.
However I thank you for this post and from it I will definitely improve on the over-time to get to what it needs done.
You could make designing the Citadel spaces into less of a headache if you reduce the amount of walkable space. Like a group of closed rooms linked by small halways, with your occasional eye candy area (gunships being worked on, deployed, etc) able to be seen by a balcony that runs back into the wall for the actual rooms. I think Episode One might provide good examples of what I mean, since you spend a lot of the time in the balconies before moving to rooms that are embeded into the wall.
Wouldn't say much is needed in the Citadel other than some spawn room for soldiers, an armory and the deployment point. You could place the teleporter used to get into the map on a row of several teleporters in a smaller room, if we assume the Combine now dominate in-universe teleportation. Think of it like a deployment room for an orbital drop or something, but instead of drop pods it'd be the teleporters. It's up to you if you want to place more than one useable teleporter.
Speaking of teleporters, you could replace the Combine teleporters' current model/brushwork with the Nova Prospekt teleporter (I think it's an effect) to fit with the Combine aesthetic, and maybe put some brushwork around it that'd serve as some internal mechanism and a generator prop. If my memory serves me right the current brush/model wasn't actually used as a teleporter but as healing showers.
Also, you could replace the teleporter going into the "rebel" area with simply leaving that first area open with no teleporters needed, with a bunch of islands spreading out across the length of the map. Just gotta make sure people are actually capable of jumping their way around though. Maybe then you can have a portal to a distant area that isn't right next to the Combine outpost.
I think that's all the input I'll give for now, at least in this comment, don't want to overload you with information.
Also, I think there are times when the gravity seems to turn into normal gravity. Not sure if flying around in noclip makes this happen, but sometimes it is like that when I'm walking outside or spawning.
I will definitely work on those less walkable spaces going between balconies and such with Glass/Hard Light bridges, I already have a vision for it, Admittedly I was disappointed with my work of the Citadel interior parts when I had fully launched the Addon, so I'll work on that.
On the teleport side - The Teleport that was in Nova Prospekt was the Calabi-Yau Model, Which as you should know is the main teleportation device used by the Humans between Black Mesa East and Kliener's lab, Mossman gave the Combine the Blueprints for it and that's why it was there, I tried to get the impression that the combine stole the Xen teleporter for their own use. I did base it off the Xen Showers, however I build the Xen teleport myself, that's why it looks thinner and taller than the actual Half Life one.
I do agree with the teleporter being close to the Combine outpost which i'll change.
That Gravity glitch doesn't happen to me naturally, only if I use VJBase to Clean up everything, then it goes normal.
This was all just cause I was very worried about the Initial Map size.
Thanks for the input again! - I will probably be making it as a v2 or just a plain update to the map, within a week or so.
I'll reiterate, I think if you look at the Citadel levels in Episode One before the Core you'll have a pretty good idea of what to do; I particularly like it because you spend less time walking on glass platforms between the walls as in HL2 and more as if you were sticking to the walls and walking on smaller metallic surfaces.
The glass platforms should be an occasional feature which is more likely an afterthought for the transhuman units that would inhabit the Citadel, but maybe they should be less common than on Earth since Xen is not where humans live, so you should go for a more uncomfortable look.
Seems that's about it from me, good luck on your updates!