Added: 2 months ago
From: darrenweekes
Views: 2,044
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  • Very interesting to watch. I had to smile when you mentioned being used to Quake design and how hard it is to not use it in HL2. I'm currently working on a dungeon for a Gothic II mod and a HL2DM map, and I already caught myself adding quake-ish trims above the walls of the dungeon. This video really motivated me to finally make a SP map myself when I've finished the HL2DM level. Thanks!

  • @SergeKarp Cool, glad it helped! :)

  • Just watched, I have always wanted to know the thought process behind a level. It would be great to see exactly how you did some off these scripting events and other things. Definitely will watch more.

  • I really enjoyed this video. It was great to be able to listen to the things a person should be thinking of while making a map. If you can do a video of perhaps making the actual levels while in Hammer, or one of a TF2 level, that would be awesome.

    Hope to see more Level Design Analysis'!

  • Questions:

    - how did you setup the combine encounters outside, you mention squads?

    - outside encounter feature randomness, how does your setup look like?

    - the awesome mountain in the background, how was that created?

    - what tonemap setting did you boost inside the barn?

    - how was the guard scene setup? does he react to sound and whats his fov?

    - flourescent light looks nice, beam effect using env_lightglow?

    Btw, I loved the crate up on the vent near the ceiling. *high five* :D

  • @davidlundvall YT comments aren't long enough to answer all of these :) I might do a follow up video explaining certain entity setups in the map for those that are interested.

  • @darrenweekes hehe, damnit! :) it was all really interesting, without a doubt my favorite of your videos so far. i even think you can go more in-depth with the analysis and when doing playthroughs you should definitely talk more. you have an eye for whats good, bad and so on.. i also enjoy the playthroughs you do when you haven't played the map/mod before. you get stuck and in those moments there is a really nice dialogue with the viewer. keep up the good work, love the videos.

  • @darrenweekes I would love to see that!

  • Thoughts about map: I like the indoor, great encounter setups when there is an option for the player on how to approach it. Some nice, but small highlight moments; sneak up on guard, rappelling combines, hunter watching you..

    Even though somewhat Quakeish, I liked the sewer and its gaps up to the surface, with trees, vines and stones near/around the edges. I felt the outdoors were too tight and linear. The combine turret-scenario could have used some iterations. Much of the end felt unfinished.

  • I loved the length, one hour of level design talk, nom nom! I don't think you need to break it down into parts, but if you do, please create a playlist. Some parts of your talk were disturbed by gunfight. Some segments of the playthrough could have been speed up. I loved how detailed you talked about things, but I think you can add even more.

    I have subscribed and looking forward to your upcoming videos of level design analysis.

  • Crates on top of that vent werent really sensible. Why would the combine put ammunition crates there, and why/how? Having guns in a section where you could accidentally walk past them also is a bad idea. Stick them somewhere conspicious (maybe stick a spotlight over them and have them next to a corpse) and then have some kind of gate such as a door lock, barrel, or enemy that needs shooting in order for the player to proceed.

  • 2 questions- how do you make it fade in when you spawn and how do you put the text that happens when you fade in

  • @SuperMinorMiner env_fade and game_text entities, with a logic_auto to trigger them when the map loads

  • This was awesome! Please make more!

  • Do you perhaps remember where you got the texture for that red door (2:50) ?

    It looks a lot like a texture I once made for someone on fpsbanana lol.

    Nice video though! You're definitely a very skilled mapper.

  • @komaokc it's a stock Valve texture ;)

  • @darrenweekes The original is white and doesn't have glass in it, I just made it red and added in the glass :p

    Doesn't really matter though.

  • Extremely interesting.

  • I'm going to be completely honest here.

    STOP. MOVING. SO. MUCH.

    I am incredibly motion sick right now, You make so many pointless motions. From 8:40 to like 9:30, all you did was run back and forth looking at the same object.

    Just. Stay. Still.

    Fucking hell, mate.

  • @SuperSekula You're overreacting.

  • @kw1ksh0t No he's not, I can't watch this either for the same reasons.

  • @StevenOBrienComposer There's no reason why you both aren't

  • @SuperSekula I'll keep this in mind for my next video in the series.

  • thanks for adding he video - great explanation about the things a level designer has to deal with that most players don't even notice. keep up the good work!

  • And for the ending I think its fine the gunship cant hit you much ealy, cause you dont have means to fight back, but his presens creates tension. Just add some other enemies on the way.

    Dont like the rocket placemt as well - hard to reach, not obvious and no cover, of course you didnt work on that area much... but the earyl part of the map is great.

  • Oh wow you scrapped that? Even v.2 looks good quality.Only real problem I have is it seems too dark, you don/t have black corners in outdoors daylight. And some more minor monsters maybe here and there crab or slow zombie for more combat fun.

    Btw splitting the video into 2 or 3 shorter parts would've been great.

  • The background looks a bit like penumbra

  • Excellent video my friend, tell me... have you ever considered making some tutorials?

  • @DemonEyeOfFire Not really :P Between yt and google you can find a tutorial for pretty much every facet of level design you could ever want. If I was ever to do a tutorial it would be a more general "best practices" etc video rather than focusing on a single entity setup. Glad you enjoyed the video :)

  • @darrenweekes Well, what if you record the building process for a section of a map? two birds with one stone...so to speak.

  • @DemonEyeOfFire In future analysis videos I will add some footage of the map in the editor as a few people have asked for it

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