View Full Version : [WIP] ZPS_Hospital_alpha
cheese
12-05-2005, 03:25 PM
The map is currently in alpha stages with very few props. Props will be added when the map upgrades to a beta, but right now is undergoing playtesting as a HL2DM level. Total time spent on map: around 40+ hours.
Tatsur0
12-05-2005, 05:12 PM
Cheese,
Right now it still looks like a poorly made HL1 map. You use the same lights outside as you do inside. I think the 3rd pick is of the roof? To be honest that is probly an image I wouldn't post right now as it doesn't look like it fits or is needed. In all the map lacks any real detail, the lighting is very bad and with it so low it's impossible to see the map as it is and trully judge it. One thing I think is important is if your going to build a Map with no detail and use it just for a reference then its good to lighten the place up so you can get an idea of player perspective and use that and REBUILD the whole thing from scratch cause from where it is now you won't be able to edit that map and make it look good without carving/cutting it up which is a bad thing. I usually toss something like that together in 20mins then I start up a new map and rebuild the whole thing a room at a time (leaving walls off) adding just enough detail so that it makes sense and I know what I want to do with that room later. The only details I leave out are props but I focus on frames (or anything to do with the actual structure so I don't have to cut it up later or resize later). Those are just some helpful tips. I'm not trying to put your map down and I think it's a good idea but I would like to see improvements :D Looking forward to future images.
Tats...
noobcannonlol
12-05-2005, 05:27 PM
not really much content... looks more like an empty building with only a stairway
FatSpider
12-06-2005, 06:19 AM
It looks like your still new with Hammer. I would reccomend you take what you have now and keep revising it, and revising it. Over and over until you feel you hit the mark!
It looks like you know enough to do the basics and thats GREAT! Keep at it. I have this one "first map" I did back-in-the-day that I still remake every year. Just to see how much I've learned about level design.
If it ain't broken, don't fix it, remix it!
-Jox McRox
Oh and one more thing. +40 hours will turn into 6-3 hours very fast with the skills your developing.
Make sure to learn how to use that clip tool.
Ask me personally or anyone else on this forum questions if you have them keep at it!
cheese
12-06-2005, 12:45 PM
first of all, i would like to state that I dont use carving or hollowing. I've read about the awful things these tools do.
I do however have a question. What is the appropriate width for halls and height for ceilings. I used 128 for ceilings and 99 for the width but then I heard from someone else that I needed to double the square feet. I used the transform tool to double the scale and it looked alright but then tried to double it again so it would be 4x larger as was recommended and it looked way too big. What do you suggest.
this isnt my first map, my first map was a piece of crud. This one ive spent the most time into and my primary goal for it is to become familiar with mapping for source. I've done some mapping for HL1 before but some of the new source tools are a lil to me, env_cubemap for instance. Still havent the slightest idea as to what that does.
As for the detail I think thats the fog that makes it so dark. I admit I didnt put much detail into it yet as I wanted to find out an appropiate size for rooms before i added furniture.
I'm new to mapping, it shows, I like the negative criticism because it helps me find out what I need to do and what I'm doing wrong. Tats you're a huge help and I'd really like to hear more from you. Any advice from you or anyone else really helps. I know the screens ive put up aren't finished quality, i'm going to add plenty of rooms and other things but i'd like to know what I can do to make it look more like a HL2 map as opposed to a HL1 map. Suggested textures would be a big help.
cheese
12-07-2005, 12:21 AM
basement is coming along slowly but surely.
Tatsur0
12-07-2005, 12:38 AM
Cheese,
I don't remember the dimensions off hand but they're easy to find when building your basic doorway but you could always play with em in game. I like to go for something that feels right to me and looks right in game (never use Hammer when deciding if something looks right or not cause it never looks the same in game) as for env_cubemap and textures I wouldn't worry about those right now. I'd suggest using textures you've got listed and use em like color coding. Use 1 textures for walls, another for ceilings, another for floors, etc. That way you can easilly adjust later and so it doesn't work against you when testing maps. If you got a pen and paper (pencil is fine) sket out the idea you have and work it into something you love then pull up hammer and build a simple floor, 4 walls, 1 ceiling. Texture the floor with grass (rarely see texture inside buildings) and the walls/ceiling a skybox. Now use this box to build parts of your map. I'd suggest building your hospital 1 room at a time until you finish a floor then put the pieces together later. The box should be large enough to hold large rooms. I move fairly quickly this way and it makes it much easier to see flaws and lower compile times. I'm very picky and usually scrap ideas like crazy. Also this teaches good habits and later gives you better ideas what you wish to do with your map. Pull up ...say interlopers website and their tutorials but IGNORE them. Build your room and when your room is complete run through the list ignoring anything that doesn't involve your room. You may find something that adds details or improves on something you built. Then for example say you want a vase in that room. Just build a box brush and toss on a plant texture so later you can import a model to replace it later. Sorry if this is all cluttered but taking care of upset daughter atm. Hope it helps some.
Tats...
FatSpider
12-07-2005, 02:43 AM
The following scale is in game units.
Windows are a little tricky, they fall into the 48, 24, 16 game unit area. depends on what your going for with windows. I can Email you an example if you'd like.
-32 <Window Width
-64 < Hallway, Door Width
-96 < Average Door Height
-128 < Wall Height, Hallway
Use the following for floor size.
-256 <
-384 <
-512 <
-768 <
-1024 <
Wiggles
12-07-2005, 02:45 AM
That basement shot looks too disco'y (if that's even a word)..... the red lightning near the yellow makes it look like one of those "fun" maps I can't stand.
FatSpider
12-07-2005, 01:38 PM
Fun maps I can't stand usally are good ideas just really pourly designed. That that new "zp_bridge" level everyone seems to be so hot on e'gads.
the bridge was a good idea and a good concept, it just need MORE work. LOTS more work, and it could be serously fun!
cheese
12-07-2005, 01:52 PM
Light color adjusted, rooms added, some props added, heres a preview of the front desk/reception area. The yellow lights in the basement have been reduced to a white color and have models added. Height of floor to ceiling is and has been 128, and I just doubled the length and width of the floor space so now it is quite right.
Tatsur0
12-07-2005, 09:25 PM
Cheese,
Of course it looks much better and the color of the lights is weird. But I think it's more important to ignore detail right now. If you read my last post I believe you need to work on your room/building designs before you start listening to critism about colors and details right now. Focus on getting the right dimensions and having a room feel right to you (size not detail). Once you have all the walls/frames/spacing just right then you can worry about adding props/proper lighting/colors/textures/etc. Otherwise you'll have noticeable flaws when it's completed or you won't feel right and find it 1000x more difficult to fix without having to tear it all down and start from scratch.
Tats...
Wiggles
12-08-2005, 12:59 AM
Try dimming the lights a bit, tie it more into the ZP theme with less visiblilty.
FatSpider
12-08-2005, 02:18 AM
Check out how Valve makes their maps and use of lighting, that's why they're there after all. The best referance materal around for free.
FatSpider
12-08-2005, 05:33 AM
Tatsur0 I demand you break up your posts into paragraphs.
...
Please.
Yokai
12-08-2005, 07:17 AM
Lighting should be more white and use some beter textures for the walls
cheese
12-08-2005, 09:24 AM
Originally posted by Tatsur0@Dec 8 2005, 01:25 AM
Cheese,
Of course it looks much better and the color of the lights is weird.
I'm aware of this but at the moment it's not important.
But I think it's more important to ignore detail right now. If you read my last post I believe you need to work on your room/building designs before you start listening to critism about colors and details right now. Focus on getting the right dimensions and having a room feel right to you (size not detail). Once you have all the walls/frames/spacing just right then you can worry about adding props/proper lighting/colors/textures/etc.
Spacing is done. I'm happy with it and have been adding rooms with appropriate sizes. So far I've added about 8 rooms since figuring out ideal dimensions.
Otherwise you'll have noticeable flaws when it's completed or you won't feel right and find it 1000x more difficult to fix without having to tear it all down and start from scratch.
I already learned this from one of my earlier maps, everything wasnt to scale and the whole map just got flushed. Everything didnt match up and it got too frustratitng to continue with which is why i started over and did everything to scale.
Tats...
Quoted post
The lights probably should be more white than yellow, but for right now they are simply just lights, I had em as white and they were blindlingly bright so I tried yellow, looks like i just have to make em a darker white which is what I tried in the basement and worked nicely. The point of the screen was to show approximate dimensions of the building by using props for determining proportion.
As far as lighting progress, I'm working from the basement up. So the lights are going to remain that awful clown car yellow until I am finished adding more rooms.
I got a lot to do but not much time to work on it.
FatSpider
12-08-2005, 09:37 AM
Besides the lighting, do you feel you need help with anything else?
I would reccomend you check a local hospital for inspiration. Look at hallways and ceilings.
cheese
12-09-2005, 02:13 AM
if i think of anything i will let ya know.
cheese
12-09-2005, 05:02 AM
The basement with new lighting.
http://i6.photobucket.com/albums/y210/nialldowning/basementhall.jpg
The Lounge with new lighting.
http://i6.photobucket.com/albums/y210/nialldowning/frontdoor.jpg
The Reception desk with new lighting.
http://i6.photobucket.com/albums/y210/nialldowning/desk.jpg
OkeiDo
12-09-2005, 06:14 AM
It's starting to look nice =P, keep us updated hehe.
Wiggles
12-09-2005, 06:18 AM
Yeah thats starting to look nice, have it so some of the lights are broken and there are dark areas. I would look funky.
Tatsur0
12-09-2005, 07:51 AM
Definately looking better. I agree with breaking some lights and also you should add frames for doorways/entrances.
cheese
12-09-2005, 08:59 AM
frames...why didnt i think of that before! Well as for broken lights, yah I was going to add those soon as I'd fixed all the lights in the building. Heres one of my fav shots, it's the entrance of the morgue.
http://i6.photobucket.com/albums/y210/nialldowning/morguestain.jpg
FatSpider
12-09-2005, 10:01 AM
Bravo!
Your skill has increased!
Start to add some interesting repition to those hallways. Like rails that run across the walls. Maybe a grating on the floor, oh the things you could add!
Trim on the doorways always looks good.
That big open area in the middle would look hot with some kind of average pillar in the middle of it, or semi center. Girders along the ceiling would also work great!
Keep at it!
cheese
12-09-2005, 10:29 AM
Yeah, i'm going to be adding more as soon as I finish fixing all the lights. Done 2 of the four levels so once I get done with that, i'll try experimenting with diff lighting schemes and pipes n such.
cheese
12-11-2005, 09:39 AM
alright well i fixed all the interior lights, so now they look real. I still havent decided what to do about exterior lighting but i'll get to that later, I feel right now getting the interior done is a priority. Theres only about 5 or 6 exterior lights i need to adjust. I've added a frame for the door, put in some new rooms and tweaked the lighting a bit. Heres some shots of the progress. It'll be awhile before I can get some time in to work on it for more than 30 mins.
Interior Lighting (dont worry it's bout to get darker)
http://i6.photobucket.com/albums/y210/nialldowning/lighting.jpg
The new front door
http://i6.photobucket.com/albums/y210/nialldowning/entrancenew.jpg
noobcannonlol
12-11-2005, 09:49 AM
Keep in mind, you've only scratched the surface of your map. Once you start building up and adding more solids, compile times are gonna take longer, and you're gonna start thinking that it isn't worth it. Just keep going. If you need help with dimensions, take a look at this. (I think the dimensions of hl1 should be good for hl2)
http://twhl.co.za/tutorial.php?id=40
cheese
12-12-2005, 08:35 PM
well right now it takes 35 seconds to compile, it kinda seems long but ive put in practically all the lights and I dont think that props are really going to add much compile time either. But i guess i could be wrong.
7th Survivor
12-13-2005, 03:32 AM
clipping and hollow arent evil if you know how to use them right so brushes around wount get affected but i make most of my architure manipulating brushes
without clip or hollow.
This takes more time but most of the time leaves you with clear nonbuggy brush work.
As for the compiling small maps take no time at all a good full map can take 10 minutes for sure.
The resident evil map i work on right now takes 20 mintes with fast VIS because is ~~~~ heavy on the architecture detail.
I just dont give a ~~~~ about the hl1 limitations and faking things with textures,
i want some real detail you can touch, ill fix the lagg later ;)
Oh an cheese no offence but it does look like a box with props.
Just keep at it everyone can do it giving some time.
cheese
12-13-2005, 06:54 AM
well, honestly at the moment, thats pretty much what is. I'm not going to have much time to work on it until friday so after this weeks finals I'll try to take a look at it and see what I can do.
cheese
12-14-2005, 06:41 AM
OMG SCREENIES OF NEW STUFF!!! FYI this is supposed to be an older hospital and as such I've used the room plans from an older hospital here in maryland.
Psychward Patient Room
http://i6.photobucket.com/albums/y210/nialldowning/psychwardroom.jpg
The laundry room
http://i6.photobucket.com/albums/y210/nialldowning/laundryroom.jpg
Das Bruski
12-14-2005, 01:45 PM
Why is their blood splatter from the washing machine?
Hastings
12-14-2005, 02:03 PM
Sock Monkies. They got hungry.
DarkShadow
12-14-2005, 02:20 PM
Well, maybe a big zombie got dirty, a human got under it :huh:, or it was a sock monkey.
Oh and btw the lighting is all messed up by the washing machine. Maybe have the The lights in there on the wall so they come from the wall instead of cealing to shade lights on both sides of the room equally. <---? :lol: ?
Well, wait for tats to come help. :rolleyes:
cheese
12-14-2005, 02:41 PM
Well it's hard to show the light as it really is because the light in the laundry room is flickering.
i dont no cheese. I think u should add more architecture. Cause right now it just looks like square rooms with props
cheese
12-15-2005, 07:26 AM
well, I based the design off of an old hospital, which was rather square looking. I did bout 2 weeks worth of research on hospital layouts and there were basically two types, the new modular ones and the old square ones. I figured that a good one to start with would be the square ones just till I get my feet wet with a large scale map. Believe me I'm learning tons and as I do I go back and remake different areas to make them look better.
Alright, I know it's a square room with props. I know I need to do more architecture. I'm working on that, I'm still filling out some new rooms I decided to put in. If you guys do want to help me out, give me some suggestions as to how I can make my rooms look better. I got some inspiration so I started building more depth to the hospital, so that takes priority over detail at the moment. But if you guys could give me a few suggestions as to how I can make my rooms look less square, i'll be happy to hear it.
btw tonight's my last night at college so after this I'll have tons of free time to work on a map, that is until I get a job.
curved roofs, pilars (these are good) are good ways to make the map look more interesting. Also use more then 1 texture for the walls and for extra detail use decals or overlays. I forgot if ur making an abbandoned hostpital but if u are make some broken walls, floors, debris everywhere kinda stuff. What im trying to say is create some chaos in the hospital. Hope these suggestions helped.
cheese
12-15-2005, 04:30 PM
pillars in the middle of hallways? Thats totally stupid. If they are moving people down the hallways in hospital beds, or stretchers it'd get in the way right?
lol no. side pillars on the sides of walls
heres a pic to show u
http://i32.photobucket.com/albums/d18/klam7788/sidepillars.jpg
Zom-B
12-17-2005, 01:55 AM
Do what klam says & add some detail like that as it can give alot of depth to rooms & corridoors. Check out the architecture tips over on the interlopers tutorial page aswell for some more cool tips on adding detail, they helped me out alot.
cheese
12-20-2005, 07:54 PM
Thats an awesome idea, I like it very much. Just messed a lot with wall textures, reconstructed bout an entire floor and after 2 hrs finally got the map looking the way I want. I've been rounding corners, a pain in the ~~~ with lining up textures sometimes and soon as i connect my comp to this one i'll post some new screens. It's starting to look very realistic. Plus just had a visit to the hospital today so I did a lil extra research and well I'll show ya what i'm coming up with later this week. First I gotta shove a network card in this comp so i'll have my comp connected to it. I'm really excited bout it.
What i've learned: Having an entire floor with walls that are 8 blocks shorter than the other floors leads to a lot of reconstructing your level. Textures for walls turned out to be 128 in height so when i had walls that were 120 in height, it didnt match up right. Had the same problem with walls that were several stories in height. Make sure you make everything in your level to a scale and stick by it, don't try to do anything like i did and say to yourself "ya know the basement should be shorter cus in most places the basement is a little shorter than the rest of the place." I worked on that sucker from 1130-230am before i finally got it fixed. Worst part was, the first floor was also too short so I had to realign lighting and it was a ugly mess. Listen to tats when he says to use the measure tool, it helps.
ok im gunna install this network card and see if i can post some updated pics for you.
Das Bruski
12-21-2005, 02:53 AM
Nothing as fun as redoing something you had the option of doing properly the first time.
cheese
12-21-2005, 09:37 PM
aint that the truth. Oh well, turns out I learned my lesson the hard way, at least now i'll remember it.
Redid the laundry room, I think the lighting is better now...
http://i6.photobucket.com/albums/y210/nialldowning/laundryroomnew.jpg
And heres a shot of the psych ward rooms, the regular ones that is, not the "special treatment" rooms.
http://i6.photobucket.com/albums/y210/nialldowning/psychwardrooms.jpg
I've been making all of my corners round, it's annoying but well it works and it's based off of the way valve did it, so it can't be all that bad.
http://i6.photobucket.com/albums/y210/nialldowning/psychhall.jpg
you'll also notice the wall textures are changed and door frames are added. Right now I'm working on making all my corners smooth and then adding some brushes, such as columns like klam suggested. Merry Christmas to all of ya.
Zombie_Pacifist
12-22-2005, 03:46 AM
I like the way your map is turning out! Keep up the good work man.
DarkShadow
12-22-2005, 04:22 AM
Wow, to be honest, before I saw these screenies, I thought it's not going to be a good "detailed" map.
But actually looks alot better now.
And the lighting is fixed! Yay!
Zom-B
12-22-2005, 04:32 AM
Lookin pretty sexy now. Nice work.
cheese
12-22-2005, 08:27 AM
im still working on details, its slow going but it's coming along.
cheese
12-26-2005, 09:20 PM
Here's how the outside has developed.
http://i6.photobucket.com/albums/y210/nialldowning/outside.jpg
http://i6.photobucket.com/albums/y210/nialldowning/outside2.jpg
http://i6.photobucket.com/albums/y210/nialldowning/outside4small.jpg
As you can see it's coming along nicely. The interior is still being decorated but all doorways now have frames and all corners are rounded. I'll probably add some pillars in places after I put some more detail in. I've got several nice hiding spots and a secret area which is pretty tough to get to. Spent 14 hrs on it yesterday. Bout a week i'll have most of the interior done.
Tatsur0
12-28-2005, 07:41 PM
Cheese,
It is looking a 1000x better. Especially the outside area though of course it still needs a lot of work I see it going in the right direction. Great turn around :) Waiting for new screenshots to compare with the newest ones here before I make any more suggestions. Keep up the good work.
Tats...
barker_s
12-29-2005, 12:07 AM
I don't know why, but outside reminds me of that hospital from They Hunger, which is a good thing :D . As Tatsur0 said, there's some work to do, but I like how your map turns out (don't forget to add some spooky cellar with old boilers... and a parking lot for ambulances :) ). In future you'll propably need some props that will fit into hospital theme (wheelchairs, beds and such), so make some friends among modellers already :D .
Tatsur0: I just noticed... was that chick in your sig always decayed like that :P ?
Tatsur0
12-30-2005, 04:48 AM
Originally posted by barker_s@Dec 29 2005, 06:07 PM
Tatsur0: I just noticed... was that chick in your sig always decayed like that :P ?
Quoted post
Barker,
Yes though when I edited her flesh over a year ago I tried to leave it suttle as I still enjoy the view.
Tats...
Yokai
12-30-2005, 06:38 AM
Originally posted by Hastings@Dec 14 2005, 03:03 PM
Sock Monkies. They got hungry.
Quoted post
lol talk about memerable quotes.
And i suggest a new model. Its kinda fugly.
cheese
01-02-2006, 09:32 AM
yeah i was thinking about new models, it's just hard to find any that are really normal looking which is kind of sad. The only washer machines they have are either small or giant. The normal type that you'd have in your house are a lil too small to do the job of a asylum's linens. The dryer is that giant thing with the circle window and there are even fewer options for that. I really wonder if I'd have better luck just making my own...btw I have some new screens. I changed the reception area a bit from a large desk to a small window in the wall with the desk behind it.
Heres some screens.
http://i6.photobucket.com/albums/y210/nialldowning/newrecept2.jpg
http://i6.photobucket.com/albums/y210/nialldowning/newreceptsmall.jpg
barker_s
01-02-2006, 11:00 AM
Maybe it'll sound strange, but with that small reception window and small desk it looks a lot more like a hospital :D . I also noticed that some props (pipes or maybe signs) would make walls more interesting. Keep up the good work, 'cause you get better and better with it.
noobcannonlol
01-02-2006, 11:41 AM
Move the chairs and the sofa next to the desk farther away from it- Having them close by looks like it's a window to the outside.
wow! ur map is coming along nicely! hope to see more screens soon
Tatsur0
01-02-2006, 06:55 PM
Cheese,
I'm really glad you stuck to this map it is definately looking better and your techniques are improving quite quickly. Look forward to future updates :)
Tats...
cheese
01-03-2006, 09:04 AM
Theres going to be a lot more added, believe me. Just for right now I really wanted to show the new reception window. Theres lots I changed that i haven't shown. I moved the doors from the stairwells, I added some "pillars" to the walls like klam suggested, I changed the textures on 3 different floors and am right now in the process of adding doors. The interior is still being done. I can't really take more screens from inside without really showing something thats not finished. When I get around to decorating some more, then I'll show ya guys some screens.
[edit]OK so I worked with the receptionists office a bit and it's not finished but I can't quite think of what it needs. Heres a screen of it as it currently is.
http://i6.photobucket.com/albums/y210/nialldowning/receptinside.jpg
BoguS
01-05-2006, 10:46 AM
looks really great, looking forward to playtesting this map...that is ofcoarse if you want us to ^_^
UnclePaul
01-05-2006, 11:11 AM
If your interested I just finished a texture that kind of looks like a hospital wall.
http://homepage.ntlworld.com/peter.dodkins/texturetest.jpg
PM me if your interested and I'll send you it.
cheese
01-05-2006, 11:25 AM
Very nice texture, I'm not sure at the moment whether I'll use it, it's a little too clean for what I was going for. I was aiming for that old decrepit state institution look. Ya know the kind that has been abandoned for several years due to lack of funding.
*************************************
As for playtesting I'd like to let you guys play around with it, but I'ts still not to a point where I feel it's ready for distribution.
******************************************
Still have lots to do for this map, about 75% of which is detail work like prop placement and texture selection. The first floor is nearly complete.
The map consists of 5 levels:
Basement
Floors 1-3
Roof
There are 2 stairs and 2 elevators.
The map has only one large open area and it's not very campable, unless u have a tent.
There are some great hiding spots and there is one little secret in my map but I'm not going to reveal where or what it is.
*******************************************
Basement - 50% complete (lots of props, doors, possible removal of rooms)
Floor 1 - 90% complete (resize some things, add props)
Floor 2 - 75% complete (need to add doors and props)
Floor 3 - 60% complete (just added new rooms)
Roof - 95% complete (might add some more props)
*******************************************
UnclePaul
01-05-2006, 11:27 AM
Yeah I had a feeling that might be the case.
I'll probably never finish anything with it so I figured I'd offer it out :)
Good luck with the map!
nice stuff! as for the room, maybe add a bookshelf?
cheese
01-05-2006, 04:54 PM
ok I just spent about 5 hrs updating my map. I standardized all the doors to the rooms, added a lot of doors.
*******************************************
Basement - 70% complete (lots of props, possible texture change)
Floor 1 - complete except for props
Floor 2 - complete except for props
Floor 3 - 80% complete ("special treatment" rooms being worked on)
Roof - complete (might add some more props)
*******************************************
cant wait! ur map is looking great! as for my subway map its 10% done. Been working on it almost all day today. Screens comng really soon!
noobcannonlol
01-05-2006, 06:38 PM
don't give up
yuo can do it!!!!
http://content.ytmnd.com/content/4/4/44078c28eb5954a182d0ea49f7814125.gif
cheese
01-05-2006, 07:01 PM
Heres a shot of some recent progress. Added the wood pieces on the side. Hospitals use em so that stretchers n such can bump into em without damaging the walls. I've been working on this for 7 hrs today so I'm gunna take a bit of a break so I can think about what else I should include.
http://i6.photobucket.com/albums/y210/nialldowning/halls.jpg
BTW my secret room is gunna be impossible for ya to find d:
BoguS
01-06-2006, 02:54 AM
looking good, i really wish you'd use that texture or just custom textures. The old textures that I've seen often bore me...or maybe you can just retexture the whole thing for a later release?? ^_^
Zom-B
01-06-2006, 03:45 AM
U should use that texture from unclepaul, i think it looks pretty good & would fit the theme. It will add a bit of variety to the default 1s which we'll be seeing in alot of maps. Throw on some dirty decals for the grime effect & the jobs a good un. -_-
UnclePaul
01-06-2006, 04:47 AM
A few interesting points of reference for you.
These places look creepy!
http://users.pandora.be/a-p/antwerpen03.htm
http://users.pandora.be/a-p/lemaire.htm
Taken from www.abandoned-places.com (http://www.abandoned-places.com) an excellent resource for those with mapper block :P
cheese
01-06-2006, 06:38 AM
alright paul tell ya what send me that texture and i'll see if i can find a place for it.
UnclePaul
01-06-2006, 06:53 AM
lol ok then dude, i will post up a link for it when I get home from work!
UnclePaul
01-06-2006, 08:17 AM
Well here you go : http://homepage.ntlworld.com/peter.dodkins/cheesetexture.zip
Hope its of some use to ya :)
I included the targa file aswell incase you want to edit it.
Tatsur0
01-06-2006, 06:28 PM
No offense unclepaul but your texture looks exactly like the one I was using back in my HL1 mapping days. It does still look like a HL1 texture (not meaning it's from the original HL pak).
cheese
01-06-2006, 09:18 PM
wow...I just spent from bout 4pm-1am mapping.
I changed all the doors. ALL OF THEM.
I figure ok this is an asylum which has been abandoned for years so not everything is going to be easily accessible and open. So theres doors you can go through and doors you cant. The ones you can go through you have to break down and are usually made of wood.
I accomplished a lot today.
First I would like to say that this is still a work in progress. I haven't yet shown you screens of the basement since I redid it because I haven't found a texture for the walls which fits to my liking. Other than that it's done.
Ok, so the map is nearing completion of phase 1. Phase 1 being getting it to a point where I'm happy with it. In otherwords, a full working alpha version.
Update info:
Basement - 90% - deciding on texture for walls and needs some more props)
First Floor - 95% - decided to add 2 more breakable doors.
Second Floor 95% - one breakable door needed and some lockers and other props
Third Floor - 95% - props
Roof - 98% - props(maybe)
Other than that, the map is playable. ok, time to post screens.
First screens are of the doors before and after being broken.
http://i6.photobucket.com/albums/y210/nialldowning/halla.jpg
http://i6.photobucket.com/albums/y210/nialldowning/hallb.jpg
Then we have the receptionists office after adding a bookcase.
http://i6.photobucket.com/albums/y210/nialldowning/receptbooks.jpg
Finally the exit sign.
http://i6.photobucket.com/albums/y210/nialldowning/exit.jpg
barker_s
01-07-2006, 04:04 AM
Nice work cheese, I like it. The only things your map lacks now are more hospital-like textures and props. Rusty wheelchair lying down the stairs in a pool of blood would look great, wouldn't it ;) ? Other than that it's great, and I can't wait to play it :) .
UnclePaul
01-07-2006, 06:57 AM
Originally posted by Tatsur0@Jan 7 2006, 04:28 AM
No offense unclepaul but your texture looks exactly like the one I was using back in my HL1 mapping days. It does still look like a HL1 texture (not meaning it's from the original HL pak).
Quoted post
How would it look more like a HL2 texture?
No offense taken, I was just peeing about with a picture in photoshop to see what I could do. I won't expect to see it in any of your maps then? :P
And the maps looking good, is a shame there are no appropriate models for a hospital.
cheese
01-07-2006, 02:58 PM
yeah you can only imagine how difficult it is. My biggest question is this: why is there a normal size washer machine but the only driers are HUGE. Seriously, like 3x the size of the washer. Also no hosptal stretchers or wheelchairs. I guess in C_17 no one has wheel chairs...Oh well. You can imagine how difficult this has been for me. Now back to my map. Depending on how much get of it gets done I might have a play test with it tonight.
UnclePaul
01-07-2006, 04:17 PM
http://homepage.ntlworld.com/peter.dodkins/ridgehaven.jpg
It is included with this HL2 SP Map: http://halflife2.filefront.com/file/Half_L...kness_Map;37437 (http://halflife2.filefront.com/file/Half_Life_2_HeadSickness_Map;37437)
Perfick!!
BoguS
01-09-2006, 05:12 AM
wow a first i was a bit unsure of this map but you really makin it look good now :) I think this may be my favourite map when zp:S comes out!
cheese
01-09-2006, 07:01 AM
i have a alpha version out now, and i'm going to have a private playtest with some people before I release it here as a beta. It's pretty interesting right now but theres not too much depth to it.
everything in it is done except there are a few areas which could have some props/windows added. Other than that it's pretty much done. Playable as a team deathmatch map. I guess I could load it up here, but I want to see how the playtest runs first.
noobcannonlol
01-10-2006, 02:40 PM
You should start off by playtesting how the gameplay works and the transitions from one room to another. Right now, your map is pretty 2 dimensional. All the rooms on all floors look like they're the same height. The rooms and the wood which borders the walls in the lobby look good, but they look plain and are just there for detail's sake. If you need inspiration on detail, take a look at contingency. It does not at all look like a box, and if you check the ceilings, you'll see much greater detail.
cheese
01-10-2006, 08:47 PM
gameplay test completed.
Worked out fine, lag was normal and transitions were fine. Few things needed to be fixed but that was just stuff which would come into play during hl2dm not zp.
I'm about to open up 10 or so new rooms. They were built earlier but were sealed for playtesting.
Jezpuh
01-13-2006, 03:19 PM
Doesn't really look like a hospital at all though.
BoguS
01-15-2006, 01:23 PM
Originally posted by Jezpuh@Jan 14 2006, 12:19 AM
Doesn't really look like a hospital at all though.
Quoted post
Its a WIP ( work in progress ) and btw i think it does.... and jez you should maybe suggest how to make it look more like a hospital. That was a useless and not very helpfull post sry to say.
Kezei
01-15-2006, 09:14 PM
That is definately starting to come along nicely cheese; such great improvements over such little time... Keep it going, and keep us updated!
cheese
01-16-2006, 04:09 AM
update: I haven't had much time for mapping because I had a job which was making me work at 430am. It started to affect my health so I quit the job and wanted to inform all of you that I will in fact begin working on it again. Sorry for my brief absence. Anyway I've been doing a bit of work on it and basically opened up tons more space on the map. Soon as I decorate some of the newer rooms, I'll post up some screens.
cheese
01-16-2006, 09:09 AM
First floor from over head shot. I removed the other floors so you can see all the rooms. The numbers indicate new rooms. Also note the back door will be open to allow access to the perimeter of the building. More to come!
http://i6.photobucket.com/albums/y210/nialldowning/firstoverhead.jpg
looks really good! but where are the props?
cheese
01-16-2006, 01:28 PM
I set it so that it dosent show them. Figured it'd be best to see the structural layout if props werent littering the map.
Das Bruski
01-16-2006, 02:48 PM
And you can't do both because...
Kezei
01-16-2006, 05:05 PM
The amount that your map has come along is amazing... From the first initial screenshots, to what you have now... Especially in such a short time, is awesome. Keep with it.
Wiggles
01-16-2006, 05:44 PM
Its nice to see that people are thinking about their maps through and how the fit into Zombie Panic. A well designed map that fits in with the ZP theme is so much better than a box map that was made for "fun".
cheese
01-16-2006, 05:48 PM
thank you kezei, It's come along so quickly because there was a week where I worked on it for about 7 hrs a day. Now that I quit my job, I've got more time to devote to mapping, speaking of which I think I've got to fix up a few things on it.
Stewie!
01-16-2006, 11:12 PM
Just looking at all the pages in the thread, this map has really, really improved.
It's pretty amazing :D Keep it up!
Hastings
01-18-2006, 01:04 PM
Great job. Been watching this one since the beggining and I have to say you are doing a great job learning hammer and mapping. Keep at it and be sure to notify an admin or playtester when you want the map tested. :D
cheese
01-18-2006, 03:34 PM
some exterior work in progress. I might get a shot of the skybox props in a bit.
http://i6.photobucket.com/albums/y210/nialldowning/frontdoorext.jpg
check out this interesting effect I got when I was messing around with skybox props.
http://i6.photobucket.com/albums/y210/nialldowning/ghostforest.jpg
Knights
01-18-2006, 06:36 PM
woah that second picture looks almost 3d.... :lol: its good your starting the map with a plan keep at it... there's lots to learn..
noobcannonlol
01-18-2006, 06:57 PM
The exterior looks too symmetrical and the window textures are scaled down too small- it doesn't look real.
very nice! But no detail on the outside. also why are all the windows broken the same way? lol just some more suggestions to think about but overall gj
cheese
01-18-2006, 08:04 PM
well it's not done. The window textures are currently just place holders for when I put in real windows. Theres a lot going on with this map right now, the exterior is kinda near the bottom for list of things to do. Right now I'm focusing on getting the interior more complete. I want to open up more rooms on the second floor and maybe add a few onto one wing of the first. Basically since I've playtested the map I realized that theres a lot I can do to enlarge the play area. I want to make more actual windows instead of just using textures. I also am adding more rooms to the second floor. The second floor is pretty much done on one of the wings, it's basically the area where I added the new hallway that has to be enhanced.
Kezei
01-20-2006, 05:54 AM
You may want to blend the textures between the sidewalk and grass, so there's more of a lead-in between the two.
Here's what I mean:
http://www.snarkpit.net/editing.php?page=t...game=HL2&id=181 (http://www.snarkpit.net/editing.php?page=tutorials&game=HL2&id=181)
http://www.snarkpit.net/userimages/tutorials/tut181_1.jpg
cheese
01-20-2006, 05:59 AM
hmmm, i'll consider it, but right now I need to go and do some more research for my map. Couldn't you also do the blending thing by using overlays?
btw new screens of new rooms coming soon.
im a little stuck on what to do with the outside so I've been doing lots of interior work. Added a whole new room, added a ladder and decorated some more rooms. Decided it'd be kinda sinister to have a bottle of bleach and formula 606 in the pharmacy. My bathrooms are look pretty special too. I HAVE TOILET STALLS!!! I'm gunna go see if I can get some good screens.
[3rd edit]
SCREENS!!! OMG AMAZING NEW ROOMS!!! lol...sorry im a lil excited bout my map, especially since I added sounds.
BOILER ROOM
http://i6.photobucket.com/albums/y210/nialldowning/boilerroom.jpg
ROOF
http://i6.photobucket.com/albums/y210/nialldowning/roof.jpg
POTTIES!!! (added stalls)
http://i6.photobucket.com/albums/y210/nialldowning/potties.jpg
Pharmacy
http://i6.photobucket.com/albums/y210/nialldowning/pharm.jpg
Women's Locker Room
http://i6.photobucket.com/albums/y210/nialldowning/lockerroom2.jpg
Men's Locker Room
http://i6.photobucket.com/albums/y210/nialldowning/lockerroom1.jpg
cheese
01-22-2006, 01:24 PM
The Visiting Room
http://i6.photobucket.com/albums/y210/nialldowning/visitingroom.jpg
wow. speechless. gj cheese! theres just one problem with the toilets. I think their a little bit too high.
cheese
01-22-2006, 02:11 PM
naw, thats just to torture the patients d=
I'll see what height valve uses for theirs and adjust it accordingly. I spent from 1:15 - 6pm mapping so I'm gunna take a small break for a bit.
Hastings
01-22-2006, 04:21 PM
Excellent work Cheese
Knights
01-22-2006, 04:35 PM
It needs more detail, but going good... Someone else mentioned this and I have to agree that this is really looking nothing like a hospital.... I think you just need some references.....
http://www.ucmt.org/westwood/images/visualization/illustrations/NICU_5th_floor.jpg
http://www.rtaarchitects.com/images/Penrose11th1.jpg
http://www.nitta.com.tw/Images/eng_clean_02.jpg
Zombie_Pacifist
01-22-2006, 04:43 PM
Looking better and better every time I check this topic!
cheese
01-22-2006, 05:45 PM
perhaps you are forgetting that this is a mental hospital. I can't change the topic but it is now called asylum. If you had read some of the the other posts, you would already know that this is supposed to be an asylum.
I wanted to go for the style of an old creepy state run asylum which ran out of financing and was shut down. Hence the breaking down of doors, old brick appearance and look of decay. If I made a hospital, it would be at least 4 times as large. Most hospitals are huge, many stories (5-7 average) and multiple wings. There are so many different types of wards and newer hospitals have crazy modular designs which would make any mapper go insane. I took a look at a floorplan for a hospital and decided before making my map to make it into an asylum instead. I cant change the topic title so thats why it says hospital.
Imagine a map like hotel_final, now make it 4 times as large. Thats your standard hospital. Don't forget helipad, ambulance arrival entrance and main entrance, morgue, multiple wings such as trauma, pediatrics, psychiatric, emergency room and neurology. Theres more, I just can't think of em. Most hospitals consist of MULTIPLE buildings, each many levels in size with hundreds of rooms. I seriously don't feel like making dozens of waiting rooms, hospital rooms and corridors leading to multiple buildings.
I've been to lots of hospitals in my life for multiple reasons, I also did a lot of research before starting my map. Even small time hospitals have 4 floors, a roof and a basement.
Notice that there are props which would be in hospital rooms which simply arent part of HL2 models. That would mean I'd need the help of a modeller.
Hastings
01-22-2006, 06:05 PM
Woah now, settle down. Knights was just offering his opinion. He wasnt flaming your map. He was offering an idea he thought could improve it. Thats constructive crit.
He has said something positive, back a couple pages he commented on how it was looking.
Even though Knights has just recently been given dev status he has been with us for a long time now.
-_-
Knights did not insult your map at all, you have overreacted.
Yokai
01-22-2006, 08:53 PM
Maybe you should rename it to zp_mental. zp_hospital seems like it would be a medical hospital.
Knights
01-22-2006, 10:02 PM
Look cheese I dont want any war, my comment was merely an observation of the map I thought was going in the direction of the hospital... And BTW i've been making suggestions on maps good and bad long before my DEV and PT so just take it easy... :P Keep working on the map...
Kezei
01-23-2006, 06:16 AM
@ cheese: I don't think he meant anything negative by what he was saying; he was merely point out a few things that could be beneficial to your map (as he was still under the impression that it was a hospital.) I believe he was giving constructive criticism, not negative.
At any rate,
it's starting to look awesome cheese; As i've stated before, you've come a long way in your mapping abilities.. Just work on the architecture.
barker_s
01-23-2006, 06:28 AM
Yay, new screens :D ! Seeing as your map progresses I have some suggestions for you to consider:
1. The lighting - if it's supposed to be an abandoned asylum the light shouldn't work properly (actually they shouldn't work at all, but you're keeping them for gameplay reasons, right :) ?). Add some dark places and flickering lights, just to make it more spooky. Also, you are using the same yellow light for all your rooms. Maybe you could change the lights in some rooms (like, for example, the boiler room).
2. The Architecture - well, it leaves some room for improvement. I know it's hard to make something original with a hospital, but it also can't be just filled with square rooms with props. Again, I'm going to be picky about that boiler room ;) . I imagined it as a scary cellar with tight spaces, a few corners and boilers in some alcoves. Instead, it doesn't really differ from the other rooms. But as many people said before me, you're getting better with every uptade, so if you keep it up you'll end with a really pretty map ;) .
I'm glad you still work on it, because too many projects die before they get released like zp_port (or porttown, I don't really remember) . Keep up the good work :) .
MapMan
01-23-2006, 06:45 AM
Ok its my first post in this topic. I dont want to say that something is excellent / awsome when its not. You get more experience each day. This map looks better and better but...
# You use almost same textures all the time. Its boring. Try different textures in different areas.
# Same rooms, same doors, same props. Players dont want to enter next room and say "De Ja Vu?" cause its looks almost the same.
# Poor architecture
# Poor lighting. Every light in every room looks same.
# Some textures are... Dont know how to say it. :P I mean that they not fit the brush.
This looks like an HL1 map. HL1 map with quite nice models. Remember, inserting props into cubes isnt all you have to do.
PS: I dont want to start any flame war, its just my opinion. Its not to say that you suck, its to point you the things that are wrong.
cheese
01-23-2006, 07:34 AM
Originally posted by barker_s@Jan 23 2006, 10:28 AM
Yay, new screens :D ! Seeing as your map progresses I have some suggestions for you to consider:
1. The lighting - if it's supposed to be an abandoned asylum the light shouldn't work properly (actually they shouldn't work at all, but you're keeping them for gameplay reasons, right :) ?). Add some dark places and flickering lights, just to make it more spooky. Also, you are using the same yellow light for all your rooms. Maybe you could change the lights in some rooms (like, for example, the boiler room).
2. The Architecture - well, it leaves some room for improvement. I know it's hard to make something original with a hospital, but it also can't be just filled with square rooms with props. Again, I'm going to be picky about that boiler room ;) . I imagined it as a scary cellar with tight spaces, a few corners and boilers in some alcoves. Instead, it doesn't really differ from the other rooms. But as many people said before me, you're getting better with every uptade, so if you keep it up you'll end with a really pretty map ;) .
I'm glad you still work on it, because too many projects die before they get released like zp_port (or porttown, I don't really remember) . Keep up the good work :) .
Quoted post
1) First off the lighting is only temporary, it'd be a lot harder to take screen shots using only a flashlight.
2) As for the architecture, it's not finished. The boiler room is only one room of several in the basement.
3) The name of the map is zps_asylum, I can't change the topic title or I would.
4) It wasn't knights' comment that bothered me but the fact that he posted pictures of what he felt it should look like. I'm sorry for overreacting. If you're going to post criticism, at least give me some suggestions on what I could do to improve the map.
5) My map is not finished. I don't know how close to being finished it is. I will tell you this much though, I have a lot to do.
cheese
01-23-2006, 12:35 PM
Originally posted by MapMan@Jan 23 2006, 10:45 AM
Ok its my first post in this topic. I dont want to say that something is excellent / awsome when its not. You get more experience each day. This map looks better and better but...
# You use almost same textures all the time. Its boring. Try different textures in different areas.
# Same rooms, same doors, same props. Players dont want to enter next room and say "De Ja Vu?" cause its looks almost the same.
# Poor architecture
# Poor lighting. Every light in every room looks same.
# Some textures are... Dont know how to say it. :P I mean that they not fit the brush.
This looks like an HL1 map. HL1 map with quite nice models. Remember, inserting props into cubes isnt all you have to do.
PS: I dont want to start any flame war, its just my opinion. Its not to say that you suck, its to point you the things that are wrong.
Quoted post
first of all, I don't use the same doors. I have at least 7 different types.
Secondly I don't use the same props
What exactly do you mean by poor architecture
not all my rooms are square
textures actually do fit the brushes, they are .25 in scale and wall textures are 128 by height.
this is a work in progress. It's not done, trust me when I get done the important things then I'll do detail work.
The lighting as I just mentioned is temporary. Meaning when i'm done with the things that really matter, such as room creation, then I'll fix it.
As far as square rooms go, have you ever played the levels in Ravenholm? Everything was quite square in there. In fact most of the hl2 levels were rather square by design.
Rounded corners, just like in dm_lockdown.
http://i6.photobucket.com/albums/y210/nialldowning/halla.jpg
http://i6.photobucket.com/albums/y210/nialldowning/psychhall.jpg
Different doors
http://i6.photobucket.com/albums/y210/nialldowning/entrancenew.jpg
http://i6.photobucket.com/albums/y210/nialldowning/halls.jpg
Props may be the same for some rooms because locker rooms feature lockers. Also many waiting areas feature the same types of chairs. Pharmacies have pill bottles. Also many places when trying to get furniture usually like to go for the same brand or make because you save money when you buy in bulk. Also patient rooms are designed to all have the same layout, just like prison cells. I try to think of what the builders would be thinking when designing the level.
Also tight spaces can be bad in some maps. too narrow of a hall makes the map unbalanced, too large of one can too.
I'm beginning to wonder if maybe I should stop posting screenshots until I get something that looks professional.
naked jesus
01-23-2006, 12:48 PM
I prefered the laundry room with dark lighting. Its looking good so far
cheese
01-23-2006, 12:52 PM
don't worry, i'll adjust the lighting when I'm done some other stuff.
MapMan
01-23-2006, 01:48 PM
http://i6.photobucket.com/albums/y210/nialldowning/firstoverhead.jpg
And you saying to me that this is variety of textures, doors, architecture etc?
You need to learn some old mapping rules like never make too long hallways etc. You think that rounded corners make your map awsome? Wrong. Rounded corners like that are just "eye candy" and when i say architecture i dont mean only rounded corners.
http://i6.photobucket.com/albums/y210/nialldowning/halla.jpg
Next bad thing. Dont use to much types of same doors in one area. Thats just look bad.
Also sometimes i think that you insert some props for all cost.
http://i6.photobucket.com/albums/y210/nialldowning/boilerroom.jpg
Oildrums in boilerroom? Where does those large pipes come from? Kinda unrealistic. If you want to hear opinion similiar to mine or worst go to world forums like mapcore or interlopers(mapcore has more proffesionall mappers).
BTW: I dont understand you, why you start to defend you map for all cost? Maybe you should start to correct those things? Think of it.
naked jesus
01-25-2006, 09:04 AM
i dont want to start an argument or something but just to point out, usually hospitals and things use the same textures (in real life) to lower costs, and normally you dont have a hallway in your house with 5 different doors on it.
Jezpuh
01-25-2006, 10:36 AM
I was under this assumption that a mental hospital shouldn't ever look as depressing, dull and boring as this. You really need to work on this some more. Hallways with three textures at the most won't cut it. You should look at photographs of actual (mental) hospitals and base things on that. You could call this map a hotel and I wouldn't see any difference.
more destruction would be better. Like holes in walls etc. since its abanndoned and stuff there also should be graffiti, garbage on the ground and etc. Cheese i no ur not finished yet but these are some more suggestions to add that special "abanddoned" touch to ur map.
cheese
01-25-2006, 04:44 PM
I'm basing this map partially off of the mental hospital from Silent Hill 3 as well as several I've visited. From what I've observed mental hospitals are pretty sterile, neutral and dull. The 2nd floor room layout is based off of Mount Pleasant (Sinai Hospital's Psych Ward) rooms.
Play Silent Hill 3 and go to the brookhaven hospital. You'll see what kinda place I'm talking about.
heres a link to a overhead of the hospital:
http://db.gamefaqs.com/console/ps2/file/silent_hill_3_brookhaven.gif
cheese
01-29-2006, 04:09 PM
I'm thinking bout giving up on this map. I'm thinking maybe starting over with something completely different. maybe an obj map if someone gives me some advice on somethings to include.
Hastings
01-29-2006, 04:16 PM
Thats shame, this map showed promise. Dont quit :(
Wiggles
01-29-2006, 05:27 PM
Yeah it is a shame, this map was shaping up to be quite good. Better have something good to replace it :)
cheese
01-29-2006, 05:35 PM
i suppose i might keep at it, just need some days to recover. I'll think about it.
DarkShadow
01-30-2006, 12:57 PM
Don't stop please! :zombo:
ya cheese u shouldnt give up. I followed this post from the beginning and know that u put alot of hard work into it! Hope u finish
cheese
01-30-2006, 04:17 PM
alright I suppose I ought to give it some more work, it'll be a bit before i post anything.
barker_s
01-31-2006, 04:06 AM
That's some good news cheese :) . I really hope you'll finish this. And don't be afraid to change some parts of your map if you're not satisfied with them. More work put into the map means better results ;) .
cheese
01-31-2006, 07:29 AM
so far everything is going alright...but I'm having some difficulty with the 3D sky box. I can't decide what to put in it.
surround ur map with like a forest or something.
cheese
01-31-2006, 12:16 PM
yeah i was thinking about that. I suppose that wouldnt be such a bad idea. I'll see what I can come up with.
barker_s
01-31-2006, 01:30 PM
Yeah, I can imagine it right now - forest, some hills and a city in the distance... that would rock :) .
cheese
01-31-2006, 02:09 PM
thoughts on fog?
some fog would be good! maybe create some ground fog too.
cheese
02-05-2006, 10:26 AM
I've got a pretty good working version of this, but I'd like to know if theres a way which I could possibly upload it so that you guys could get a better idea of what I can do. I think if you actually played the map, you'd be able to better see how it's developing. I dunno how I could considering im so limited on my space available for uploads. If you give me the ability to do this I can garuntee I'll work on it a lot before posting it. It's kinda neat so far. Just lots of fun if ya wanna try it. Just remember its a work in progress and is prolly awhile from being done. I've not been mapping for almost a month due to other things that have come up (like getting a job now i've graduated college).
barker_s
02-05-2006, 11:58 AM
(like getting a job now i've graduated college).
Congratulations cheese :) .
Tell us what's the size of the file at the moment. Perhaps, knowing the size, somebody will be kind enough to host it. I'm really looking forward to play it.
cheese
02-06-2006, 07:07 AM
it currently is about 3 mb zipped. I COULD host it on ktrain.net but I dunno if anyone here would be able to really access it.
Tatsur0
02-11-2006, 08:49 PM
Cheese,
Give us an update :D
Tats...
cheese
02-12-2006, 07:52 AM
Heres the updates, they are a tid bit dark. posted in url format for efficiency.
http://i6.photobucket.com/albums/y210/nialldowning/ph.jpg
http://i6.photobucket.com/albums/y210/nialldowning/boilless.jpg
http://i6.photobucket.com/albums/y210/nialldowning/doclounge.jpg
http://i6.photobucket.com/albums/y210/nialldowning/hallpaper.jpg
http://i6.photobucket.com/albums/y210/nialldowning/lockroomf.jpg
http://i6.photobucket.com/albums/y210/nialldowning/lockroomm.jpg
http://i6.photobucket.com/albums/y210/nialldowning/visitor.jpg
Archanor
02-13-2006, 01:29 PM
Looking great, although you could do something about the boiler room - it's boring. Also, I noticed most of your rooms are just square.. Perhaps do something to that?
CodeFire
02-13-2006, 02:55 PM
Ahhh pretty good there, but it seems abit.. squarish. I know this is early map, but it is abit plain in the rooms :-p Good looking map so far :smile:
cheese
02-14-2006, 01:49 PM
well you'll notice the boiler room was a lot more interesting in an earlier version. People told me to remove a lot of the things in it so I did so. The rooms are square and yes I know it can be boring but I'm working on it when I can. I was able to mess around with the settings for hammer enough today to get it working again. Also I have added a lot of stuff to some of the rooms. I'll take some screens in a bit. I filled up two more rooms today and added some more stuff to another of the rooms. I'm still working on the first floor right now. The rooms will be changed in the final stages of the map but currently I'm more worried about basic prop placement in the rooms to give them some substance before I start adding more to their design.
My goal for the moment is to have no empty rooms on the first floor. I've got the outside pretty close to being done. The skybox is still undergoing development. Lighting will be the last thing I adjust. I want to have it bright right now so that detail in the screens is visible. The second floor is almost done as well. I've got one more room to put stuff in and then it's done. The third IS done. The roof too.
I do see the problem with the square shaped rooms and believe me I am going to change it. I really wish that you guys could play this map so you'd see just how nicely it is coming along. I'm really anxious to finish it so I can get to work on my objective map.
I removed some doors, added lots of props and details. The place is looking more realistic as I work on it. Couldn't hurt to have some suggestions as to how I could make my rooms less square. I was thinking of destroying some walls and such but I wanna do more than that, just not exactly sure what at this time. Help?
[edit]Oh I just found out that some new added props make for some interesting places you can get to. I'm planning on making one section of it a bit of a secret. Should be fun. Screens REALLY soon!
[edit]Well I just spent 3 hrs fixing things, destroying walls, destroying complete levels. I changed a lot of things and it's looking a lot better. Got an area where the last survivors made their last stand. It's kinda neat. Theres some pretty neat damage done to the roof and i'd really like to show it to ya guys but it's a bit late right now and I've to get up early. Basically though, the whole thing has a multi-layer affect now. I changed the outside so that it was less of a shell and represented the shape of the interior better. I have lots of windows to add and finished up more of the second floor. The first floor is closer to being done but still needs lots of work.
Floor 1 - 50% complete (7 rooms, windows hall decorations)
Floor 2 - 60% complete (3 rooms, windows, hall decorations)
Floor 3 - 80% complete (1 room, several windows, hall decorations)
Roof - Done
Basement - 40% (2 rooms)
Skybox - 10% (its pretty empty)
I've done a lot on this lately. Spent all night messing with just the exterior brushes and textures. I did a lot of rebuilding and retexturing....ok im a lil too excited about this to not show you. Give me a min.
cheese
02-15-2006, 08:34 PM
The location: An asylum in the New England area.
http://i6.photobucket.com/albums/y210/nialldowning/frontcorner.jpg
http://i6.photobucket.com/albums/y210/nialldowning/rightcorner.jpg
As you can see, it seemed pretty solid in its defenses, unfortunately these pictures tell a different story.
The barricaded the gate and set a fire to keep the horde of the undead at bay.
http://i6.photobucket.com/albums/y210/nialldowning/frontgate.jpg
A search of the rooms revealed nothing but old medicene and trash.
http://i6.photobucket.com/albums/y210/nialldowning/pharm3.jpg
Several of them barricaded themselves in the storage room. They were alright until the zombies came in the back way trapping them amidst a maze of shelves and garbage.
http://i6.photobucket.com/albums/y210/nialldowning/storage.jpg
The second group made their way to the roof and attempted to find safety on the other side of the fence. It almost worked until the zombies took down the fence trapping them 300 feet above the ground.
http://i6.photobucket.com/albums/y210/nialldowning/roofdamage.jpg
The last survivor's barricade. As you can see, it held.
http://i6.photobucket.com/albums/y210/nialldowning/barricade.jpg
The last survivor hoped his buddies in the other room were still alive, unaware they had just become members of the undead until they burst down the door to his room. He managed to get off several shots. Only one of them actually hit and it was a head shot. Brain matter and skull fragments sprayed everywhere. Victory was assured, at least until he realized that was the last clip he had and more zombies were lumbering through the door.
http://i6.photobucket.com/albums/y210/nialldowning/laststand.jpg
Thus is just one story of survival horror at the old asylum. It can almost be garunteed that more will return seeking refuge, just like the last.
whoa! thats alot of stuff in the storage room lol. A suggestion would be to add more things to the roof. that pic of the roof looks empty. I dont no, maybe add some vents (for decor puposes only, not ones u could actually go into), pillars, air conditioning system, storage for the custodians or something, and more props etc.
cheese
02-16-2006, 11:40 AM
yah, I'm working on it. Was kinda a little stuck with what should go on top there so I figure I'd wait till I finished the interior some more.
Hastings
02-16-2006, 12:30 PM
The exterior of the building is a bit plain, but everything else looks great. Good job :)
cheese
02-17-2006, 08:17 AM
yeah, the exterior is pretty much crap. The window textures are just place holders till I actually build REAL windows. I figure I'll get around to that once I get closer to finishing my map. It's kinda like using sand paper on some rough wood so that it gives it a nice smooth appealing look.
I really want to be able to upload this map so that everyone can take a look at it but it's kinda a bit difficult considering it's size.
Current thoughts on map:
The basement is a small, narrow area. It has only one way out and I'm thinking if I expand on it anymore it's going to make it easier for survivors to get away from zombies while they are down there. I'll probably just place a couple more props in the boiler room and be done with it.
The first floor has a lot of what I consider to be potential rooms. They are rooms that I have not yet opened up because I'm wondering if I have too many rooms on one floor it'll just spread out the gameplay and make the map too complex. Right now theres about 8 rooms that are open and they are almost finished.
The second floor has about 12 rooms and two hallways which connect together. I'm thinking it's pretty good for an intial release. I want to see how game play goes for a bit with it before I decide if more rooms are appropriate.
The third floor is a bit more interesting. It has one hallway, connected by a breakable door. It is only accessible from one section of the hospital and has one small room. It's close to complete.
The roof was pretty closed off but I decided that it'd be better if I left it a bit more open so that the map didnt just get smaller as you got higher. Also part of the reason I want the first floor to be relatively closed off. From the roof it is now possible to gain access to other areas of the roof but there are no areas which would give a specific advantage to either team. I could add some props to make it look better but its pretty much finished as far as building.
The outside has 3 ways into the building, one from the courtyard, one from the back entrance and another from the front. All of these are connected by a narrow passage that goes around the entire facility. It's not one way so it's pretty uncampable and with the roof open, it's pretty easy to get to from above.
With regards to lighting, I destroyed several of the lights but am reluctant to have no lighting on the map. I just want enough so that you can see where you're going without the flashlight, but also not too much that it makes it impossible to hide. There are lots of things which are left to be discovered on the map. Places which have detail you wouldnt notice if u had your flash light off.
I'm not going to add any more rooms but I will add some more detail in. The map is very playable and I'd like to see if theres a way you guys could playtest it. I playtested it using team deathmatch but when zombies have guns too, it's a bit different.
I'm gunna get to work on it now so I suppose I'll see what I can come up with while I wait for some feedback.
Hathe
02-20-2006, 01:44 AM
I understand other asylums are dull and boring, but you certainly don't have to follow that design. With what you already have is nearly perfect, you just need to add specifac detail to certain areas. Walking down a hall, when do you know when to take the right turn in the hallway? Maybe a nametag on a door? Maybe arrows pointing ~~~~> BOILER ROOM? Maybe nametags on/above the doors? Who says all the rooms in the hallway have to have doors? Or the same doors? Remember that door towards the begenning of Half-Life 2, when the combine closes to little look-thru thing right after you take a peek into the room? That sounds very fitting in this map. Go back a few pages and look at the hospital hallway. Top circular lights would be more fitting than a long line of a single light. Maybe have a few flashing, some dead.
After all this triggers is what's going to make the map spooky. Maybe 2-3 areas where there are still people locked away in the rooms, or some faint whispering. Maybe some faint chattering near one area that doesn't end, going on about being eaten? I hope this helps in some way, maybe more users can build of my suggestions.
cheese
02-20-2006, 02:45 PM
Theres been some huge changes to the map. It's not really so boring anymore. I've gotten rid of a lot of the fake windows and replaced them with real breakable windows. I do have some ambience which is pretty spooky. I've done a ton of work with the skybox, it's looking good. I added some fog. I spent about 5 hrs messing with the map yesterday.
The boiler room is pretty boring. I had lots of other stuff in it but people suggested I remove them. I had some barrels and pipes, but people couldn't understand why pipes might be in a boiler room so I figured I'd remove them and post what it looks like without em. I'm thinking maybe I could put some kinda cage thingy or something in it, I'm not certain. I'm not really concerned about it right now.
I have a couple lights flashing but most of them are dead. Theres a lot less lighting but still enough so that you can navigate somewhat.
There are whole areas of the map that are accessible that previously weren't. I removed a lot of stuff which I felt was kind of in the way and obnoxious. I redesigned a bit of the exterior so that it made more sense.
It's really hard to say just what I have done without actually showing you. I'll see if I can get some screens.
The map looks a lot different. Still square though, but I'll fix that when I get a bit more done with it.
Grim Reaper
02-20-2006, 02:52 PM
This is my first time really checking out this topic, despite it's popularity, as I find map topics rather boring. But, I have fell in love with this map. Especially the story of the death of the two groups of the survivors, wonderful. Good job!
Yokai
02-20-2006, 07:34 PM
I think that as long as the layout and gameplay is good, its a start cheese. It really doesnt matter right away about the looks but the gameplay, especialy when its one of your first works. I am not saying ignore the feedback, but right now it just needs to be beta'd and tested gameplay wise then polished again with looks if it is worth it.
cheese
02-24-2006, 04:28 PM
i have a job so I'm busy 4 days a week. I'm kinda busy this weekend but I'll see what I can do. I am running out of things to do on the map right now.
You are right though, I do need to beta test it again. Once I've had some more people run through it and give me some feedback I'll post it as a public beta test.
The map isnt very refined but it's very interesting.
You'll notice the sidewalk now extends to the sides and the building on the side has been removed. The windows also have been added where before there was just texture windows.
http://i6.photobucket.com/albums/y210/nialldowning/buildfront.jpg
spartan117
03-21-2006, 02:32 PM
hay sorry for bumbing the thread. but i have to say this looks great. and only 1 seggustion that i think would make the map the best. if anyones ever playd tower beta4. then they know in the 1st floor theres a butten that turns off all lights. what if that thing on the roof was a genorater. and the zombies could destory or turn it off. shuting all the lights in the entire hospitol off. except red flashing ones.
cheese
03-22-2006, 12:44 PM
ya know, I was actually thinking about doing that. Sorry it's been awhile since an update. Kinda had a few other things I've been working on lately like a full time job. Now that I have DSL it'll be easier to upload screens n such for this map. Anyway I'll be getting a new comp too so mapping will be a bit easier.
cheese
04-01-2006, 06:48 AM
i need someone to help me pt this sometime...
CodeFire
04-01-2006, 06:49 AM
I wouldn't mind, but i'm trying to kick into gear and get this map released to the betatesters :laugh: Sadly I might have to move it into mid april :sleep:
OkeiDo
04-01-2006, 08:44 AM
cheese I would also like to help if you want!
Hastings
04-01-2006, 01:24 PM
Cheese, Send your map to SuperNubb, he will be able to to give it out to PTs during our playtests.
cheese
04-03-2006, 09:59 AM
thanks, I'll have something final in a bit, just want to make certain theres no minor mistakes.
Tatsur0
04-04-2006, 02:39 PM
Cheese,
This map has come a long way and just waiting on either new screens or something we can have the PT team... PT hehe. Keep us updated.
Tats...
cheese
04-12-2006, 05:11 AM
alright well it's about time for an update. I've been pretty busy with a lot of other things lately and havent had quite the amount of time I'd like to work on this map. Finally things have changed and so I'm going to send it over in it's current state and let you guys see just how far it's come.
There are several places that could use a good bit of touching up. The sidewalk area for instance will be round eventually.
Not everywhere is accessible. Only some doors will break.
....
ok just playtested it on my tv and it looks actually pretty impressive. Pretty dark and spooky and not a lot of ammo either. Time to see what everyone else thinks.
OkeiDo
04-12-2006, 06:47 AM
post some pictures? perhaps?
cheese
04-12-2006, 02:18 PM
i could but I'd much rather just submit the entire map. It's already zipped and ready to go. I just need someone to give it to the pt team for me.
OkeiDo
04-12-2006, 02:50 PM
Why don't you playtest it yourself? That's a lot funnier for you :D
cheese
04-13-2006, 05:58 AM
I've just sent the most recent version of the map to supernubb via email and all of you playtesters should get a chance to see what I've come up with.
cheese
12-26-2006, 09:18 AM
gonna give this map a bit of a rez for a little while and see what improvements I can make on it.
[edit] Ya definately going to fix it up a bit. Already started adding to it and did a run through, forgot how much I had put into it.
[edit2]some screens:
A bit of work done on the outside, notable the added car and fire.
http://www.coded-empathy.com/images/as1226.JPG
Doesn't anything work around here?
http://www.coded-empathy.com/images/as1227.JPG
Next please!
http://www.coded-empathy.com/images/as1228.JPG
Some additions.
http://www.coded-empathy.com/images/as1229.JPG
cheese
12-26-2006, 06:26 PM
http://www.coded-empathy.com/images/as1230.JPG
Misfit
02-20-2007, 10:25 AM
Hey I wann try this map out :D it looks nice.
xx-Stryker-xx
02-21-2007, 04:53 PM
Looks good. I like the atmosphere of the map. Only thing I would add is some statics like wheelchairs, bloody sheets (from beds), stretchers, various medical supplies, etc.
Of course, a few doors leading into rooms in that long hallway couldnt hurt either.:)
btw, what is that big hole in the floor from?
S.T.A.R.S_SINNER
02-25-2007, 11:35 PM
So far this is looking pretty wicked ;)
there is one thing you may want to work on...the blockyness of the building , being we know its a HL2 map (soon to be zp:s,...hopefully) you can do alil more to make it more realistic, the one shot where your behind the counter...the bars/windows whatever there suppose to be look too think for one..proportinalize to human scale ;) like you have most of the rest of the map, i mean if you saw a window that thick...you would wonder WTF kinda glass goes to it :P
just kidding but seriously good map so far!!
moomoocowman
02-26-2007, 12:30 PM
Looks great dude. Keep up the awesome work.
As for that hole its really creepy looking, great job. My only question is what is the hole for?
cheese
04-19-2007, 02:06 PM
well the hole was kind of something that was a bit of a mystery. The hospital sits on tainted soil and it's part of a excavation project to see whats at the source. Just happens that whatever was unleashed didn't like being disturbed by drills and hammers but was happy to have a new meal.
Some new screens
http://www.coded-empathy.com/images/asylum/back.JPG
http://www.coded-empathy.com/images/asylum/outer.JPG
update: well I just took half the map and totally changed it. I removed an area that was about 700x2400 as well as about 2 stories of a wing to shift the focus more on the main building. I'll post screens when I'm done with the major changes.
update 3: More of the building pruned and the entire excercise yard is gunna have to go. Patients in psych wards don't go outside anymore! Yay!? Also started working on making a lot of the outer corners round, which looks better, really takes the edge off. I took off a huge hall section from the second story, but there isn't really any good lighting to emphasize that area yet. I added some lights in some windows to add lighting to the outer areas as you can see in the second screen.
screens:
http://www.coded-empathy.com/images/asylum/padded.JPG
http://www.coded-empathy.com/images/asylum/yard.JPG
I've put this up on the top of my maps list and decided to go ahead and finish it. I really like a lot of it and believe that it's pretty good thus far. The only thing I need to really do is just make lighting above some of the doors so zombies can navigate, other than that the map is pretty well balanced.
future plans...
lets just fix it up and see how it runs first
no new screens and i dont like to spam posts so i just keep editing my same post.
I've taken away much of the courtyard/excercise yard to add 3 more stories to the west wing. I decided that having the west wing felt neglected and wasn't really going to be as main a part of the map so something needed to be added to take the emphasis away from the first area. When I get some of the interior done, i'll post some screens. By the time I'm done this map ALL doors should be destructable and all rooms will be accessible.
cheese
04-26-2007, 08:29 PM
going to be awhile till a new update.
I am reworking a lot of the old brushwork to make it more efficient.
Additionally I've decided to make use of some new space on the 2nd
and 3rd floors and also added a whole other section which I'm considering
connecting with some sort of glass hallways. I might even build a whole
new section onto the basement as well. Before I do anymore interior brush-
work I want to clean up the exterior.
Ussr1943
04-30-2007, 12:44 PM
looking forward to see the finished product. Keep up the great work.
cheese
04-30-2007, 09:30 PM
things that i'm working on:
front entrance is no longer so boring.
chunk of the map is removed forcing alternate routes to be found.
doors removed/areas opened up.
brushwork is being touched up in a lot of areas.
Textures being reworked in some areas.
I decided to rebuild a ton of the exterior brushwork and I didn't want to post screens while it looked incomplete. So soon as I have another 2-3 hrs to work on it, it should be ready for a few screens.
xx-Stryker-xx
05-06-2007, 07:52 PM
Awesome. Glad to see you are still alive and working on the map. Looks great.
cheese
05-06-2007, 08:58 PM
its just a matter of game modes that will change this map at the moment...
Garson
05-13-2007, 05:20 AM
This is prolly going to be a hell of a map, just getting better and better.
cheese
06-05-2007, 06:47 AM
After many attempts I've found an outside just doesn't fit into the schema of the map. I've tried reworking an exterior so many times and nothing comes near satisfactory.
I've already started on adding interior rooms and halls.
cheese
06-11-2007, 10:11 AM
I'm a huge horror fan. I really love the silent hill games. I like that whole freaky creepy atmosphere in a lot of games and try to put that in my maps as best as possible while also maintaining quality. Of course I also like adding secret locations which are often hard to get to.
cheese
06-12-2007, 03:45 PM
The secret basement.
http://i6.photobucket.com/albums/y210/nialldowning/061220073.jpg
With the first ever rotating door.
http://i6.photobucket.com/albums/y210/nialldowning/061220072.jpg
One of the newer areas I'm working on with a bit of fireworks.
http://i6.photobucket.com/albums/y210/nialldowning/06122007.jpg
wow uve been working on this map for a long time! glad to see theres still some community involvement. and as always keep up the good work
cheese
06-12-2007, 11:11 PM
smoothing out the ceiling, replaced textures.
http://i6.photobucket.com/albums/y210/nialldowning/061220074.jpg
I've got a lot of stuff that I've been changing but I don't really have any lighting to go with it yet so theres not really any good screens I can take of it at this time. Theres more than 40 things right now I'd like to do before this map is even close to being done it's newest version.
Its gone through so many different versions and so many different phases, from having fog and all teal lights, to having a secret area accessible by a ledge on the roof. Now in this latest version, theres no outside but everything inside is being redone a third time?
Currently I have plans to make all doors prop_door_rotating instead of the destructable ones that currently exist. This has more than cosmetic value to it. I will have some doors that simply will not open, and if they don't open by pressing the "use" button, they most likely won't open at all.
The first 2 story room was added today, I plan to add observation windows from the second story hallway.
I'm tossing the idea around of using a rope in the elevator shaft. Then again, 1 way maybe more fun, and dangerous.
I've also been thinking about closing off a good number of smaller rooms.
Theres still 2 floors that have yet to be perfected. The second floor needs about 4 more rooms and then it'll be done. They'll be big rooms so it won't take long.
The 3rd floor will have a different theme than the rest of the hospital and is going to be handled a bit differently as such. Thus its a bit uncertain how much is left to do on it at this time.
The "special treatment" rooms on the 3rd floor are now...OPEN!
cheese
06-17-2007, 11:31 AM
http://i6.photobucket.com/albums/y210/nialldowning/refurb.jpg
http://i6.photobucket.com/albums/y210/nialldowning/refurb2.jpg
wha-bam!
How ya like that wildfire sauce?
cheese
06-17-2007, 11:46 AM
And one more cus I had a little extra time.
http://i6.photobucket.com/albums/y210/nialldowning/refurb3.jpg
cheese
06-17-2007, 07:35 PM
a nice shot of the brainwashing rooms.
http://i6.photobucket.com/albums/y210/nialldowning/brainwash.jpg
cheese
06-17-2007, 08:29 PM
biggest problem still with this map is balance. I'm looking to start on version 4.
simplify, simplify, simplify
2 floors
no outside.
and remember:
Most real-life locations involve repetition and large open spaces with few features; they would make terrible game levels.
&
Layout is one of the most important factors that will determine whether your map is a success or failure
devildog77
07-09-2007, 11:18 AM
On the completely dark ceilings, a touch of light will do wonders for the visual and not ruin the mood
cheese
07-10-2007, 03:54 AM
this map kind of has gone the way of klam's silent hill 2 map. It's not going to be released publically at this point.
cheese
07-17-2007, 07:18 PM
I think I'm actually going to work on this map again.
I like the architecture, that bird's eye view of everything looks excellent. I really like pipes, and stuff it makes it creepy, so dont get discouraged about it. The rooms have a perfect size to them. I think the whole east european style of halflife 2 really works well with your map.
I would probably make the most of lighting similar to how you made it for the steps in that pic. Some of the lighting looks too dark for it to be playable as a survivor. It looks like it would be pretty hard to win as a survivor on this map, I would definately volunteer as zombie on it.
cheese
07-19-2007, 08:08 AM
im working with the lighting. I'm currently adding more and putting in some lighting of a bit different color which has a really interesting look. A lot more areas area better lit up and it has a better feel to it.
Lighting 1:
http://i6.photobucket.com/albums/y210/nialldowning/hospis.jpg
Lighting 2:
http://i6.photobucket.com/albums/y210/nialldowning/hospiscold.jpg
awesome. I really like the top one, but i would use lighting like the bottom one once in awhile. I think for the bottom one, if you made the light under the flurescent fixture about 10% dimmer, and make another one under the light that is behind that one.
cheese
01-01-2008, 06:24 PM
im still working on this 'un.
It's a good map and I've put so much into it I can't just abandon it after months of work.
I'm going to take some screens
http://i6.photobucket.com/albums/y210/nialldowning/basement.jpg
http://i6.photobucket.com/albums/y210/nialldowning/asy010108.jpg
http://i6.photobucket.com/albums/y210/nialldowning/asy2010108.jpg
just needs a few lights and i'm tweeking the lights.
cheese
01-06-2008, 04:39 PM
this map is good for a beta.
NuMbAA
01-06-2008, 05:37 PM
Awesome. Don't give up on this map. It looks incredible.
fuzi0n
01-06-2008, 05:44 PM
looks spooky enough for me.. but maybe some props in the hallways to keep zombies happy :P
cheese
01-06-2008, 06:20 PM
http://i6.photobucket.com/albums/y210/nialldowning/baby.jpg
fuzi0n
01-06-2008, 08:32 PM
http://i6.photobucket.com/albums/y210/nialldowning/baby.jpg
nice use of that prop :) almost looks like n baby!
Kpalsm
01-06-2008, 09:04 PM
Wow, very very nicely done! I haven't even been in the map and I love it already, I can tell I will love playing it if it's well laid out. Finish it/release it/whatever, and keep up the good work. :D
cheese
01-12-2008, 02:36 AM
http://i6.photobucket.com/albums/y210/nialldowning/bodyfloor.jpg
Kpalsm
01-22-2008, 01:06 PM
Make any progress since last update? This is probably my most anticipated map, judging from the screens.
Phear
01-22-2008, 01:22 PM
sure did, changed the map over to this thread since I decided to change the name of it to ZPS_Brookhaven.
Download beta 2 here:
http://www.mediafire.com/?ewzueeltj0t
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