Sunday, September 20, 2009
Wednesday, September 16, 2009
Monday, September 7, 2009
Overview: A little optimization
Optimization time is upon us. Now that the first part of this map is nearly done I going to start placing some func_occ to help had models etc. One of the great things about using displacements on a map like this is that if you use func_occ right you can easily cull off a large area of the map.After tweaking the lighting some the day time version looks better and of course the compile time is short since you don't need all the lights you do in a night version. There is still plenty to do before I start the second part of this map and of course I've got two more areas to map after these too.
Saturday, August 29, 2009
Sunday, August 23, 2009
Sunday, August 16, 2009
Wednesday, August 5, 2009
Margin of Error

This is my first project under this blog. Right now I'm calling it Margin of Error, but I'm not sure how much that will tie into it later. So I've got three sections planned out, collected reference materials, designed various puzzles to be used, and now I'm ready to begin. The first part I decided to try and tackle is a coast sequence that has you riding alongside the coast with Alyx headed for a resistance outpost. This is actually the second area you go through. Unfortunately, the combine, antlions, and various barricades are blocking your path so it's not going to be easy. An important element here is getting the player to feel as if they are actually crusing next to the ocean. Mist from the ocean, sound of the waves, coastal highway, wrecked ships, lighthouses, sea port, power plants, seagulls, hot beach sun above, and of course a beach house(also a barricade) all help to pull off a coast atmosphere. Once I feel I've nailed the atmosphere I'll begin on the scripted sequence that takes place in the small garage before you leave, which is what the screen shot shows.
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