My name is Jon Eynon. I'm into mapping for the Source Engine and playing around in Photoshop. I love playing games and communicating with others. I like almost all kinds of music, except for rap and country.(<3 Pendulum) My username is Hell Berzerker. mainblz is my login name. Favorite Quote: "When one person suffers from a delusion it is called insanity. When many people suffer from a delusion it is called religion." -Robert Pirsig
2 comments by Mainblz on Jan 20th, 2009 digg this super bookmark
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.
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Thanks for the credit, mainblz, and thanks for the detailing on the map.
No problem.