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David Johnston

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Cruelness (part 4-ish)

Much later than I anticipated, so I'm gonna get this up and posted while I can. I'll do the final one next week now (hopefully...) then normal service can resume. Probably.

Paul 'Neat and Tidy' Schmur

This map is called de_parkade. Good start.

First impressions: it looks good. Second impressions: not so good.

I'll cut to the chase: it looks fake. I can't put my finger on it, but there is definitely something funky going on here. Maybe it's just the multitude of colours or the compactness of it all; I can't quite work it out. It reminds me a bit of last-generation HL1 maps, where everything seems so neat and tidy, but this has a neat-grubby feel. It looks dirty, but doesn't feel dirty. The big red warehouse stands out a lot. The roads are very narrow. It all feels confined.

The crosshair though, I like. Brilliant!

This one is better. Again, it feels really cramped, and unless the player can get to the area on the right, there's very little height variation. Gameplay here will be very restricted, but I have a feeling it's a spawn area so that shouldn't be too bad.

It does look good though - especially the Nuke-ish building on the right-half of the screenshot. As I type this, the weather outside is a pretty good match for the lighting in this shot, so it feels much more convincing!

Something about this area seems wrong to me. Maybe it's too well lit, too evenly lit, or too adhoc or something, but it just feels wrong. The twin vending machines can probably go. The platform looks fake. An area like this is always hard to design for due to the huge change in height and the tall platforms, but I think in this case it could be used a lot better.

There's a good opportunity to extend the catwalk so it goes further towards the camera, giving a better view of the entrance. This would also make better use of the available headroom in this one little building. Also, adjusting the lighting would work wonders - we've got a whole multitude of light sources here competing for the same job when all we really need are a couple (sunlight if possible, and a couple normal lights.)

This follows the same trend as the shots above - neat (but grubby), and very very tight and enclosed. In my experience, this sort of style doesn't work well for CS maps, where we have a medium-sized area of tight and enclosed areas with little coordination between them, but I know for a fact there is a good audience for exactly this style. When I play maps like this, I always feel a bit disconnected from the action, whereas with simpler, more open maps I feel like I can't escape it.

Overall, this does look like a good piece of mapping, although I'm still unsure about the design. It seems a bit neat and overdone in places, missing out on a few little tricks to make the gameplay more interesting. That said, it's one of the better looking Source maps with some definite hints of HL1/CS1.6 in there as well, which is nice.

Ronaldism

First thing I should mention is that the small screenshots below have been tweaked. Click on them for the originals. It might be wise to wear sunglasses. The sunlight desperately needs to be toned down, a lot, if only to remove the blotchiness...

This is an example of a very open map - we have a vast area here which (fortunately) has some variation in height across it. In this respect it's very much like Dust - simple texture set, simple architecture, simple overall design. The key with Dust maps is to make sure that the entire area is used and that players don't find themself wall-hugging loops around it.

Apart from the garish lighting, the texture set looks ok. There seems to be some confusion over what this place is - note the raised area appears to have marble checkered floor, it's surrounding walls are made of hard-edged, grey brick, and the rest of the environment is a mix of stone, sand and plaster. There's a lack of consistency in this respect.

With this sort of map you also have to consider the path the player would ideally like to take. Generally, try to avoid forcing the player to take a long path around an obstruction which offers them no protection. Consider the raised area above: the only way up is via the ramp, I don't think they can jump up the surrounding walls as a shortcut. It'sd be worth adding some shortcut so they can jump up.

This concept works both ways - if someone has to take a long route instead of dropping down somewhere, just to avoid damage, it can hinder the gameplay. This is especially true in Dust and Dust 2 - if you die, chancesw are you got shot, rather than falling off a ledge. It's the reason why big drops (like the Terrorist start of Dust 2) have crates and other platforms so the fall is staggered.

There's some dubious, square geometry here. The roofs might look pretty, but the road sits at right-angles (that's so 2002), and the small set of steps on the left looks blocky and and simple. It really needs some additional detail and tweaks to make the environment seem less flat.

Overall this map is pretty basic and obviously in early stages, which means it's the perfect time to work out how to pump more life and variation into it. It needs some sort of focus, be it a landmark or a change in scenery, just to hold it together and stop it seeming like a collection of identical buildings... just more architectural variation would be nice. Better lighting too. Yes, I am taking into consideration it's CS1.6 and not this crazy new 'Source' stuff. It could be a lot better.

Finally, SiN Episodes: Emergence was great.


Comments

  1. With the first map, I think a lot of the problem is proportion and scale too. Lots of 128s, 64s, and 32s going on - which doesn't look terribly realistic. Oh, and I think it could use more light color variation - something other than yellow and red. There's a huge color spectrum out there! But overall, I agree that it just seems too cramped, given the scale.
  2. Finally another non-source map:-) Anyhoo, I like them all pretty much. I like the last one's choice of textures, except for the checkered marble platform. I dont mind the checkers, but a different color or material might fix it. Also I think the whole top should be tiled. Thats just what I would do, anyway. Good use of hight variation. I have a problem with the green-ish stains on the walls. Those seem to fit in a green-ish environment, not a desert. Anyways I like it, it has "pazzaz" as they say. I think those screenshots were taken with the monitor's brightness way, way up.
  3. Blitzkrieg: the greenish stains are a combination of the lighting (WAY too bright!) and me trying to compensate by darkening it a bit. I even tried correcting the greens, but turned out to be a lost cause already - the lighting had ruined it too much. In case I hadn't made it clear, I should mention that the lighting needs a little work.
  4. I think that I'm gonna change the lighting. ;) The "shortcut" to the higher platform is already there. You can jump on it. Thanks for the tips so far :)
  5. Nice work Dave, I agree the first shot does seem a little neat.... like legos or something I dunno. I think CJ made the point of the uniform numbering system, which is more than likly it. The second picture looks like de_nuke meets a backally style map, but one I like the most. I think it is the nice warm lighting ahead. the warehouse shot is very well lit, I think some less amounts of light, put in a blue light by the window for some ambience it would look nice.
  6. Thanks for the pointers Dave. I will make strong considerations in the final version.
  7. To me things do not need to be destroyed or run down to be realistic, the design has to be realistic. No ammount of decals or fancy props will make it look realistic.