My name is Jonathan Eynon. I spent a lot of time on my computer growing up, teaching myself how to work with Adobe Flash (Macromedia at the time), Photoshop, and even some html. I then started learning how to map with the Source engine with a little help from my friend. I've been mapping for around 6 years now. I got very good at detailing, but I could never focus on actually finishing what I started. I am now going to college for a Computer Design, Animation, and Game Design major. I'm learning how to use (and getting very good at) Autodesk products such as AutoCAD and 3D Studio Max. (PS I go by both mainblz and Hell Berzerker.)

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Blog RSS Feed Report abuse Latest Blog: Detailing in Source

2 comments by Mainblz on Jan 20th, 2009

The thing i love most about the Source engine, is the fact that it can use so many models and not hurt FPS. I used to think that simply a good layout would make a  good map fun and get people to play it. Unfortunately, if its unattractive, most people will just skip over it and move onto the next map picture.

Gameplay is obviously extremely important, but it will be useless if the map doesn't attract the eye of the players.

For instance. Heres a picture of an older map...

As you can see, It is very tight and bland. The Attempted details weren't enough. The biggest problem, Its extremely tight. Can just feel the Claustrophobia setting in.

My idea for Detailing is... NEVER LEAVE A WALL/CEILING/FLOOR EMPTY.
Fill everything up, Source has the power, harness that power.
Got a wall, Put a window or Poster. Got a ceiling? add some beams or Supports. Floor? Add some displacements or a some spill overlay and such.

Lets see what happens after being fixed up.

BIG improvement! On the walls, you can see the Support beams fill up space very well. The view of the outside makes it feel more like your in the world. Also helps add lighting. The Lanters add a nice glow effect and a sexy orange lighting to the room. Door Frames help visual a LOT. The Boxes and Barrels are simple details that fill up the room and make it look nicer. and ofcourse, Displacements make EVERYTIHNG look better.

Thats all i have to say for my first Blog.

Example map is cp_kinetic for Team Fortress 2 Created by RedFury

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Post comment Comments  (0 - 10 of 23)
Lockdown323
Lockdown323 Dec 26 2009, 3:16am says:

Merry Christmas! And may there be many more!

+1 vote     reply to comment
Lockdown323
Lockdown323 Sep 26 2009, 8:36pm says:

You need a new comment... Post a new picture update =D

+1 vote     reply to comment
aaron_da_killa
aaron_da_killa Aug 10 2009, 6:04am says:

Hey Mate!

Probably a bit late but thanks for the constructive crits on a some of the screenshots of Night Terror!

+1 vote     reply to comment
Mainblz
Mainblz Aug 12 2009, 12:58am replied:

No problem, that was quite a while ago though, heh.

+1 vote     reply to comment
zonbie
zonbie Aug 3 2009, 7:02pm says:

thanks man, i look forward to more of your mapping wisdom and assistance as I continue to grow 99 Bolts.

+1 vote     reply to comment
MrMattWebb
MrMattWebb Jul 30 2009, 9:09am says:

Hey, I saw your displacement work with source. Can you spare me some help with the Shift mod? We need some help with some displacement terrain and if you can help, that would be a great help.

Let me know if you are interested.

+1 vote     reply to comment
Maggot4ever
Maggot4ever Jul 20 2009, 12:08am says:

In Steam u appear like "online 118 days ago". WTF?

+1 vote     reply to comment
Mainblz
Mainblz Jul 20 2009, 1:53am replied:

really? Ive been online for a long time...

EDIT-
Wait... your looking at wrong one. Look for the one with the purple eye avatar.

+1 vote     reply to comment
Maggot4ever
Maggot4ever Jul 20 2009, 1:16pm replied:

lol

+1 vote     reply to comment
Maggot4ever
Maggot4ever Jul 9 2009, 1:42am says:

thanks for watching my images mate!

+1 vote     reply to comment
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