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!
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.
@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.
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.
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.
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.
@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 :)
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 1 month ago
@SergeKarp Cool, glad it helped! :)
darrenweekes 1 month ago
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.
houseaustin08 1 month ago
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'!
LiveAndForget 1 month ago in playlist Favorite videos
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 1 month ago
@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 1 month ago
@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.
davidlundvall 1 month ago
@darrenweekes I would love to see that!
houseaustin08 1 month ago
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.
davidlundvall 1 month ago
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.
davidlundvall 1 month ago
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.
GrandHighGamer 1 month ago
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 1 month ago
@SuperMinorMiner env_fade and game_text entities, with a logic_auto to trigger them when the map loads
darrenweekes 1 month ago
This was awesome! Please make more!
jaylezasamawa 1 month ago
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 1 month ago
@komaokc it's a stock Valve texture ;)
darrenweekes 1 month ago
@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.
komaokc 1 month ago
Extremely interesting.
eneekmot 2 months ago
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 2 months ago
@SuperSekula You're overreacting.
kw1ksh0t 2 months ago
@kw1ksh0t No he's not, I can't watch this either for the same reasons.
StevenOBrienComposer 1 month ago
@StevenOBrienComposer There's no reason why you both aren't
kw1ksh0t 1 month ago
@SuperSekula I'll keep this in mind for my next video in the series.
darrenweekes 1 month ago
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!
MrHCow 2 months ago 2
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.
back2CCCP 2 months ago
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.
back2CCCP 2 months ago
The background looks a bit like penumbra
Msdonutfactory 2 months ago
Excellent video my friend, tell me... have you ever considered making some tutorials?
DemonEyeOfFire 2 months ago
@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 2 months ago
@darrenweekes Well, what if you record the building process for a section of a map? two birds with one stone...so to speak.
DemonEyeOfFire 2 months ago
@DemonEyeOfFire In future analysis videos I will add some footage of the map in the editor as a few people have asked for it
darrenweekes 2 months ago