Looking for someone to make a map

  • Thread starter Thread starter Strahan
  • Start date Start date
S

Strahan

Guest
I went to a really cool building Friday and I was thinking it would be an awesome level for HL2. Problem is, I've no clue how to even start to make a level so I'm hoping to find a good map developer to make it for me. I'll supply scale floorplans and a website with a bunch of photos of the layout.

Interested devs please give me links to maps you've made that I can download and check out and a quote for cost and time to produce. Please email them to me directly at [email protected] as I may not remember to check this that often.

Thanks!
 
What game/mod is it going to be designed for? Is it single player or multiplayer?
Who will have ownership of and be credited for the map?
How technical/realistic does it need to be?
What system specifications is it to be aimed at?

Also if you're paying I suggest you put it in the other forum. As an alternative, I strongly suggest you check out MapCore.
 
It's for regular HL2, I want to use it as a deathmatch map. As far as ownership, I don't care who owns it as I have no desire to distribute it for commercial gain. I just want to use it at LAN parties with my friends, all credit would of course be given to the designer. Technical/realism; well, it doesn't have to be "special". Just a regular map with furniture, doors, the most technical would be a windmill that has rotating blades. Nothing fancy.

This will be played on my P4 3.4ghz /w Radeon X600. I would rather upgrade my box than have the map degraded, however regular HL2 runs fine for me at an acceptable graphic level so I think it'd be fine.

What is the "other forum"? Is that the mapcore thing? I'll check it out, thanks for the suggestion.
 
Yeah sorry it's not a forum, more like a thread. I figured it should go in here if it's paid work: http://www.halflife2.net/forums/showthread.php?t=19061

Mapcore.nethas a very good community of beginner and veteran level designers (I see you found it ok).

Deathmatch shouldn't be too difficult to design within the constraints of an existing building layout. Without seeing the building it's hard to imagine if you would need a lot of custom artwork like textures and prop models, but assuming you'd be fine with 'the nearest fit' of HL2 textures and props it probably shouldn't take too long. I'm sure you should have a good few offers.
 
Ahh gotcha. Yea, I found the mapcore site. The building is a castle, and I'd like it to look similar to the real one so there actually will be most likely alot of textures needing to be done. I took some pics as I wandered around Friday that are on my site. I can get scale floorplans from the curator too and take more detailed pics for texture use as needed.
 
If you're taking digital pictures:
- Use the highest resolution possible
- Use the viewfinder markings to line up your shot to be as perpendicular as possible, if you have to aim up at something, try to stand straight on and then aim up.
- If you get fisheye with your camera lens (the image distorts towards the corners), try to stand far away and zoom in to eliminate this.
- Try to shoot on overcast days, as the clouds will evenly diffuse the light over the subject and you won't get harsh shadows that are impossible to remove in Photoshop
- Try not to use the flash, and if you have to, stand as far away as possible and zoom in while maintaining decent image quality
- Plan for tiling textures (if you have a wall with a repeating pattern, try to include the seams in the image, the image can always be resized around the seams and it makes tiling a lot easier).
- If you're taking pics of shrubs and trees, try to get an angle that has a strong contrasting colour behind the foliage (e.g. sky). This will make it easier to remove the lighter colours and create a see-through 'Alpha' channel.
 
Back
Top