I've really worked on the ambient lighting on the level for the last few days and I'm playing around to see what time of day I like the look of most. So far, all of my pictures have been noontime pictures, with really bright lighting and an unappealing sky texture. I'm playing around now to see how I like other combinations of sky and lighting. The thing that is so fun about using the Hammer editor is that you can pick individual sky textures (say, one with orange and blue clouds at sunset or one with a bright blue sky) and you can set the lighting's color, angle, and brightness independently for some pretty interesting results. My latest experiment follows:
Monday, January 26, 2009
Thursday, January 22, 2009
big update... el mas grande
I've changed a lot of the map since I started playing the beta version with my roommates. Everything feels very smooth so far and the weapon placement seems pretty natural, and these are the two most important aspects besides fun. We talked about different ways to take the map and my favorite suggestions involved expanding the map up and down, and adding some interactive traps throughout.
The biggest change I've made was the addition of a roof to play on, which seems small but really adds an entire layer to the combat. My next plan is an expansion of the underground tunnelways.
Enjoy the pictures guys.
Thursday, January 15, 2009
beta available
The beta version is up! I'm keeping my fingers crossed now that everything goes okay. I uploaded it to this address.
beta version pics
I posted some pictures after the jump in sweet, sweet HDR:

i've finally made the beta version
I really can't say how good this feels to finally have a playable build of the map after an intense month of work. I made the final preparations and played it with my roommates earlier today. It was a success! I changed a few things afterwards, some minor and some major (no more doors). I'm going to add some pics in the next post and hopefully by tomorrow I'll have a link to download the map if you have HLDM.
Friday, January 09, 2009
the blooper reel
I added a light to the map earlier to experiment and had no idea just how bright I made it. This is what happens sometimes when you load your new map after making some innocent changes:
one full day of work
Today was a challenge. I've spent eight hours working only to be exactly where I was when I started today. This must be a common experience for anyone that is designing a level without much experience: I found myself working on one small aspect that I don't like, like the look of the living room for instance, making changes for hours only to have it look the same when I'm done. I must have done that for four hours today until I took a break (bowling!) and came back at it from a fresh angle. Sure enough, I got at least something minor done! I added some of the fundamental elements for a multiplayer level (multiple spawn points ftw), and I fixed up a few areas where the player has a tendancy to get caught on the geometry while running.
Thursday, January 08, 2009
a new year's update
I finally have a new update for the new year. I've completely redone the attic to allow players from the lower level to engage players up above, and to prevent players in the attic from hiding and camping. I added minor detailing to the windowsill, but most importantly for picture taking's sake I made the shadows on some of the walls much more detailed. I'm posting comparison shots so you can see the difference in the shadowing on the wall.
Wednesday, January 07, 2009
back to work
After a week-long hiatus with the lovely RachaelKiah I'm back to work. I'm expecting some more important updates either tonight or tomorrow, with pictures!
Thursday, January 01, 2009
a few picture updates
I spent the better part of a couple hours reworking the texturing on the level. Since the majority of the building is complete I'm trying to focus on the details. I mostly redid the texturing in the halls and I remade the stairs in all three stairwells. I added a lip to each stair which ended taking roughly one and a half hours... *groan* I like the end product however, even though I doubt that no one but myself will notice the difference.
Some pictures after the jump:



































