Wild West, Jail...Need feed back.

Zelda

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Hello guy's.
A few days ago at work, I got the idea of a Jail map fit in the wild west, Following sota the rules of the old west..

So I'm going to post Screen shots and what not as each building gets done, I'd love to get feed back from you guys as i do each building.

Here are the first two photo's of the Jail house, Now just to let you know this is NOT the spawn. Spawn room is being done last..
This is one of the many start zones for the T side.

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Outside one...Yes i know the jail is floating right now

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Water truf!!
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When I get home tonight by monday i'll have the Bar or clock tower done.
 
Looks awesome man! Can't wait to see the finished results :)
 
add more colors to the map, looks kinda dull, other than that it looks good
 
add more colors to the map, looks kinda dull, other than that it looks good

Thanks for the ideas, I'm going to toy also with skybox's to change things as well. So one round its sunny, another rain, another heavy fog/sandstorm..
 
needs lighting. and for the floor, wall, and ceiling textures of everything to not be the same. and for the ground to not be stretched; keep it at or around .25.
 
needs lighting. and for the floor, wall, and ceiling textures of everything to not be the same. and for the ground to not be stretched; keep it at or around .25.

Thanks for the tip's, Right now this is just the shells of the buildings :)
 
Thanks for the tip's, Right now this is just the shells of the buildings :)

throw in a light_environment, brightness at 255 240 200 500
or something like that. Then use light or light_spot to light up inside areas. light spots are a cone and light is omnidirectional. If a regular light is against a wall, it will make it a lot brighter, which is why i prefer light spots. light spots however cannot be named, so if you wanted them to turn off, or follow an object, it will cause lighting problems by using those.
 
throw in a light_environment, brightness at 255 240 200 500
or something like that. Then use light or light_spot to light up inside areas. light spots are a cone and light is omnidirectional. If a regular light is against a wall, it will make it a lot brighter, which is why i prefer light spots. light spots however cannot be named, so if you wanted them to turn off, or follow an object, it will cause lighting problems by using those.

I'm not at the scripting part yet, Building each every level in its own map
 
I'm not at the scripting part yet, Building each every level in its own map

If you did build everything in the same level on hammer and compile times were a problem, you can use cordon tools to only compile a specific area. Cordon tools basically just takes a giant square skybox and encloses a space, and only compiles everything that's inside that box. This can let you have everything in one save so you can work on lighting and whatnot, without worrying about problems with compile time or copying everything over.
 
If you did build everything in the same level on hammer and compile times were a problem, you can use cordon tools to only compile a specific area. Cordon tools basically just takes a giant square skybox and encloses a space, and only compiles everything that's inside that box. This can let you have everything in one save so you can work on lighting and whatnot, without worrying about problems with compile time or copying everything over.

Yep, Allready know this. Was going to use at least 3 or 4 skybox's on this map :)
 
needs lighting. and for the floor, wall, and ceiling textures of everything to not be the same. and for the ground to not be stretched; keep it at or around .25.

This guy right here.... a map legend.. take his advise for sure :w00t:
 
right now i'm getten the basic's out of the way, That is next after I get the building done...Lights come in Last in maps anyways becouse it can mess up a map badly.
 
How? I've never had any problems with lights outside of trying to assign a name to light_spots. and adding a sun really doesn't break anything o-O

The way i'm building it is with different map's and pulling then dumping everything into a master file (The way UDK is built) If you name something the same thing, It can break a lot of things. Especially when it comes to scripting.
 
The way i'm building it is with different map's and pulling then dumping everything into a master file (The way UDK is built) If you name something the same thing, It can break a lot of things. Especially when it comes to scripting.

You don't need to name entities unless you plan on giving them outputs. In both my maps, the only lights I have named are my disco lights to turn them off/on. It also helps to name things in relation to the current room they are in, so for lights you could name those lights light_disco, or door_disco, etc. This makes it so you won't really name multiple entities the same thing unless you wanted them to all receive the same output at the same time.
 

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