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Post by therealguymins on Aug 11, 2011 6:40:05 GMT
With out the use of wind effects? By cold, I mean like when you go outside in winter, at like 6 am. This map is kind of abstract, and I want to make it feel as cold as possible. I already have a env_fog_controller to make the map look normal. As this isn't an actual problem, I don't really care if it gets answered or not.
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Post by Zeph on Aug 11, 2011 9:30:47 GMT
Blue lights.
"Chilly" soundscapes (just gently in the background).
Snow? (env_embers)
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Post by therealguymins on Aug 11, 2011 23:22:15 GMT
Blue lights. "Chilly" soundscapes (just gently in the background). Snow? (env_embers) I don't have any actual lights, but my light_environment is the color of the skybox, which is sky_borealis01. Which is blue. I don't have any soundscapes though, but I am playing hl2_song30, which fits the map perfectly, and I already have snow from like 5 func_precipitations. I don't know if I should add fog over all of the water. It would probably lock up the game if I did that. I'll try adding soundscapes, but I 'm guessing it will probably be annoying with the music. Oh, and if you've ever played Resident Evil for the GameCube, I'm adding that creepy house that's in the middle of the woods. Here is a picture of my map as is: Attachments:
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Post by Zeph on Aug 11, 2011 23:25:20 GMT
Looks to empty. Try some trees with no leaves. I cant see any falling snow. Lights help, not just the skylight. sound effects will help too.
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Post by therealguymins on Aug 12, 2011 0:28:19 GMT
Looks to empty. Try some trees with no leaves. I cant see any falling snow. Lights help, not just the skylight. sound effects will help too. Well, originally, this map was just made to look cool, but I decided to make it a sniper map. So I don't really want to add much detail to it. I'm just going to add some buildings, and a couple of other little things. I did try the trees, but I just don't like how they look. I can't find any good windy soundscape, and I looked at every sound in the Source engine a little while ago. I used to use a nice one from HL2, but it isn't here anymore. Well, it is. It is this: ambient/levels/canals/windmill_wind_loop1.wav But I don't think I can use that as a soundscape, so before I must've used a ambient_generic. There is also snow on the sides of the picture, if you look closely. I'm going to add more because the game doesn't make enough with 400 func_precipitations. For the lights, won't adding them just make ugly blue flashlight textures everywhere? I did make good blue lighting with lights before, but it would be too bright for this map. Also, before, I placed lights everywhere, on everything. I don't want to do anything like that again. It seems messy. This must already be annoying, but do you have any idea how in Portal, they got a little bit of that green fog over the mercury water stuff? Because that is what I'd really like to do, but gray colored, obviously. I tried a huge func_smokevolume but for some reason, it only made smoke on the boundaries of the brush.
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Post by therealguymins on Aug 12, 2011 1:04:35 GMT
The ambient_generic helped. I really wish Valve would make the func_precipitation better though. It doesn't make snow everywhere, it only makes snow about 100 feet all around you, and a block of snow follows you around. It's really cheesy. If you look down the map with a scope, you can easily tell that there is no snow over there.
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Post by Zeph on Aug 12, 2011 9:48:44 GMT
Yeah, the rain ain't good. Make sure you use "Snowfall" and not "Snow", or try Env_Embers. Also, some console commands (sent to a point_servercommand entity) can increase the density without the need of multiple brushes. EG: r_rainalpha, r_raindensity, r_rainspeed However, do not go overboard! Too much rain and the game will crash! A light snowfall may have a better effect then a blizzard. And back to the lighting, i don't mean random blobs of light, i mean light FROM something. EG a pole with a blue glow on top, used mark out paths, or a lamp from one of the buildings, etc. also, play with the ambient values for the skybox lighting. Look at games like Alien Swarm. Make sure the sound is just there, in the background, and not in your face howling. Ambient_generic is fine, you can also tick the "play everywhere" flag. Perhaps add some other random event sound (using a logic case and logic_timer with a long random time setting) like a distant dog barking, or branches breaking, or a slightly louder gust of wind, or some eerie distant cry... (Thinks back to a MOH:AA Snow map...)
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Post by therealguymins on Aug 13, 2011 9:52:42 GMT
Yeah, the rain ain't good. Make sure you use "Snowfall" and not "Snow", or try Env_Embers. Also, some console commands (sent to a point_servercommand entity) can increase the density without the need of multiple brushes. EG: r_rainalpha, r_raindensity, r_rainspeed However, do not go overboard! Too much rain and the game will crash! A light snowfall may have a better effect then a blizzard. And back to the lighting, i don't mean random blobs of light, i mean light FROM something. EG a pole with a blue glow on top, used mark out paths, or a lamp from one of the buildings, etc. also, play with the ambient values for the skybox lighting. Look at games like Alien Swarm. Make sure the sound is just there, in the background, and not in your face howling. Ambient_generic is fine, you can also tick the "play everywhere" flag. Perhaps add some other random event sound (using a logic case and logic_timer with a long random time setting) like a distant dog barking, or branches breaking, or a slightly louder gust of wind, or some eerie distant cry... (Thinks back to a MOH:AA Snow map...) Thanks. I'll try all that, but I didn't actually add buildings yet though. I think I'll put in the ambient sounds from ravenholm. I used to play Allied Assault when it came out, and that silenced pistol was always my favorite weapon to use.
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