Snarkpit Articles


Introduction



Welcome to my 2nd tutorial here.

In this tutorial we are going to have a look at the Combine architecture in HL2.

I have seen so many people doing maps in the HL2-world (City 17 or whatever you want to call it) including the well known, blue/gray Combine buildings and equipment.
However, not everything that is covered in Combine textures actually looks like it was build by them.
Remember: We are talking about an unknown alien force so don't be afraid of using unrealistic and abstract geometry.

Basics



There is one thing the Combine always do: They highlight the vertical line.

You don't know what I am talking about? Well, let's have a look at the Combine's equipment that comes with HL2 then:



Take a look at the red lines now. The hard and fast lines are here for one thing: Telling the player that the Combines are a force to be reckoned with. Use this concept for your map to create impressive-looking buildings.

Plus, they don't want to use roundly shapes.
(Overall you can take a look at military vehicles using the stealth technique.)

Sketch



I made a simple sketch of a building that I am going to use in an upcoming (old) project.
The idea was the creation of a central transportation hub.
So let's use this sketch for the tutorial:



Combines rely on trains, so let's use a railroad as primary access (on the right).
The railroad will enter the building on a bridge. I've added some kind of rooftop at the entrance like it can be found on the Combine watchtower.
This rooftop is mounted at the main building by using some very slim pipes (remember "unrealistic and abstract geometry"?).
At the back of the building you'll find some kind of giant shield (take a look at the train in Image 1). Nobody knows its purpose however the Combines
use a lot of them. (Solar power?, ...)

You are able to create this building with only a few brushes. It will look very impressive in-game because of it's height and it will look like a real
Combine building because of the "vertical lines" you'll find everywhere.


Notes:

- If you got any questions left -> PM me!
- As soon I have finished my map containing this building I'll update this tutorial.
- Comments are welcome.


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Discussion
0 starsPosted by reaper47 on Sat Apr 14th 2007 at 11:13am

I think you should put in the asymmetry factor. I've read a couple of articles on this and even Valve's design chiefs mention asymmetry (and monumental architecture in general) as their main technique and source of inspiration.
0 starsPosted by satchmo on Sun Mar 11th 2007 at 4:21am

I put these principles into practice with dm_vertico: <a href="http://www.snarkpit.net/maps.php?map=2855" target="_blank">http://www.snarkpit.net/maps.php?map=2855</a>
0 starsPosted by WizardExt on Mon Feb 12th 2007 at 10:21am

I really like the topic, but I was kind of dissapointed when I suddenly found myself in the end of the article with so many questions..
..and even if this was a first chapter I would have found it a bit too short.

I have to agree with omegaslayer and say that there are more areas to cover and even this, the first chapter, can be a bit longer/deeper.

Looking forward to your updated version, good luck! smiley
[author]
Posted by ding on Sun Feb 11th 2007 at 11:00am

As far I can say, you guys are totally right! - I am currently working on an update. Thanks for the comments.
0 starsPosted by Orpheus on Sun Feb 11th 2007 at 9:54am

This would be a great &quot;Chaptered&quot; type of tutorial. I mean, this could be Chapter 1: The Basics. Chapters 2-? can be some of those that Omega mentioned.

Sadly, in its current form, its kinda panting.
0 starsPosted by omegaslayer on Wed Feb 7th 2007 at 11:37pm

Okay its been a while - I guess ill be the first.

This tutorial doesn't seem very comprehensive. Like you've only written about 1 aspect of combine archetecture, when there are plenty others:
-Breaking Symetry
-Lighting
-Devices
-Sounds
All those have to do with combine archetecture. And I think we're all waiting for more before posting ratings.
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