View Full Version : hdn_basement development thread

8th May 2007, 18:15
Hello everyone in Hidden community.

First of all I have played this mod for some time. I was watching help wanted lists from moddb and there was a post for hex levels. Homever I decided to try mapping for this mod but first in just standard hdn style :)

Atm I call this hdn_basement, abandoned facility.

The map is in quite early state, but i'm eager to hear what you guys think.

Couple pictures from map.

Screenshot 1 (http://koti.mbnet.fi/lammit/Ztormi.maps/Screenshots/hdn_basement0001.jpg)

Screenshot 2 (http://koti.mbnet.fi/lammit/Ztormi.maps/Screenshots/hdn_basement0002.jpg)

Screenshot 3 (http://koti.mbnet.fi/lammit/Ztormi.maps/Screenshots/hdn_basement0003.jpg)


8th May 2007, 20:07
That first picture is promising. The curves and angles for the ceiling look well without being overcomplicated. There are a few nice perches for the Hidden as well.

I have no idea what you plan on doing with the detail, so I'll just say that most of the detail should probably be concentrated at about eye level, and the ceiling left uncluttered (the 'simple' look is good for ceilings), though don't let that prevent you from adding something new if you get an idea. The window ledges are a nice touch, but obviously right now they are just crude blocks.

The other screenshots are too simple to judge, as yet.

8th May 2007, 23:51
Im not a mapper but the shots look promising, so good luck!

9th May 2007, 01:09
Looking good, you got some experience right?

Only things i don't like so far are the blocky window ledges, the glass roof without frame and a pipe which comes out of a wall and goes into the same again, lol. Apart from that, nice work.

9th May 2007, 07:44
Yeh, I have been mapping many years for several mods suchs as cs 1.6, cs:s and battlegrounds 2.

Thanks for all replies, the window in the ceiling is already fixed now :)
And as for the pipe thing, heh, I think I figure out something.

I'll post some screenies later. :)

9th May 2007, 19:14
I agree, it looks very promising. My only advice is watch out for textures that have an odd stain halfway up or change dramatically halfway up. You can accomodate those either by putting a different texture on top that blends better, or by adding a small ledge which would account for the stain.

31st May 2007, 17:29
Yet it looks rather empty. Like 3 halls. But you can do a lot out of that. The area will be great for the hidden, try to get some stuff and tweaks in there...! :)