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[WIP] mp_cc - Chechnyan Crisis [COD4]

  • Frittz
  • April 29, 2008 at 6:20 PM
  • Frittz
    • April 29, 2008 at 6:20 PM
    • #1

    Thanks to Furyo for his encouragement and constructive crits...this map wouldn't be what it is without his input...

    Some Screenshots of my Call of Duty 4 map mp_cc (Chechnyan Crisis).

    A lot of work has gone into making this map a little less blocky than

    most COD4 maps out there...

    Two alternate lighting versions...Dusk and Day.

    Should be a playtest today on a private server then going to make adjustments for a Beta...

    DUSK

    [Blocked Image: http://www.lux3d.com/crazy2/elevator2.jpg]

    [Blocked Image: http://www.lux3d.com/crazy2/elevator.jpg]

    [Blocked Image: http://www.lux3d.com/crazy2/well.jpg]

    [Blocked Image: http://www.lux3d.com/crazy2/coop.jpg]

    [Blocked Image: http://www.lux3d.com/crazy2/field.jpg]

    [Blocked Image: http://www.lux3d.com/crazy2/junk.jpg]

    [Blocked Image: http://www.lux3d.com/crazy2/kitchen.jpg]

    [Blocked Image: http://www.lux3d.com/crazy2/barn.jpg]

    [Blocked Image: http://www.lux3d.com/crazy2/barn2.jpg]

    DAY

    [Blocked Image: http://www.lux3d.com/crazy/c31.jpg]

    [Blocked Image: http://www.lux3d.com/crazy/c32.jpg]

    [Blocked Image: http://www.lux3d.com/crazy/c33.jpg]

    [Blocked Image: http://www.lux3d.com/crazy/c34.jpg]

    Large Screenies:

    http://www.lux3d.com/crazy/c25.jpg

    http://www.lux3d.com/crazy/c24.jpg

    This video was done a lil while back for Shites and Giggles...

    YOUTUBE:

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    VEOH:

    Forgive the advertising on their site...

    http://www.veoh.com/videos/v7077027sKrMFqgk

  • -HP-
    • April 29, 2008 at 6:25 PM
    • #2

    Nice stuff! Glad to see some CoD4 stuff here on mapcore!

    So tell us, how is the editor? I'm very curious to know how did Radiant evolved during all this years. I'd love to make a map for CoD4 as well.

    Are you using custom content on this?

    Quote from Frittz

    Large Screenies:

    http://www.lux3d.com/crazy/c25.jpg

    http://www.lux3d.com/crazy/c24.jpg

    DAMN, I love those screens! <3

  • Frittz
    • April 29, 2008 at 6:38 PM
    • #3

    All the buildings are custom to be sure...the rest so far is stock.

    My next endeavor may have custom model and texture content.

    Here is a snapshot of Radiant...

    [attachment=0]elevator.jpg[/attachment]

    It's not changed much...my biggest gripe is one window for 3D editing...blech...

    -Frittz

  • KungFuSquirrel
    • May 4, 2008 at 12:02 AM
    • #4

    1 grid, you're fired

    Very nice vibe to the whole thing. The shot of the tractor in the field behind the hay bales may not be much but it's the best looking one of the bunch if you ask me. It's a very believable environment overall with some great structural and detail work.

    The biggest thing that bugs me is the daytime lighting. Maybe you're going for overcast, and maybe it's just COD4, but it just looks so flat. I've not played with the COD4 editor myself but it looks like there's a flat ambient that might be jacked up a little too high?

    What's the top-down look like, if I can ask? My time with COD so far has been all SP so I'm curious to see how you've arranged things.

    Keep up the good work

    edit: also your site resizes my browser, booo.

  • Mazy
    • May 8, 2008 at 12:49 PM
    • #5

    Hah, nice to see some COD4 maps. Looks pretty good. I prefer the day time version, but it might just look a tiny bit too bright (Although most COD4 maps set during daytime look like that as far as i can recall )

  • Frittz
    • May 8, 2008 at 9:20 PM
    • #6

    Lighting is a bit tricky in COD4 IMHO. I'll post a top down soon. Making a radar map as I type...

    Also I redid my website...it shouldn't resize now...

    I'm going for a balance of less is more and believable scales...we'll see how it plays...

    Playtesting this week.

  • Frittz
    • May 10, 2008 at 4:41 PM
    • #7

    Tunnel and Overview...Overview is pretty simple really...

    [Blocked Image: http://www.lux3d.com/crazy2/tunnel.jpg]

    [Blocked Image: http://www.lux3d.com/crazy2/overview.jpg]

  • Frittz
    • May 17, 2008 at 6:02 AM
    • #8

    A new Video following this link...

    http://lux3d.com/videos.html

    -Frittz

  • Warby
    • December 27, 2008 at 1:58 PM
    • #9

    i am fucking around with the cod 4 tools right now and i must say they are HORRIBLE i think it would be easier to make something good looking with the hl1 tools and todays polycounts...

    what i am trying to say is your map really impresses me ... it looks great dude !!!!!!!! :monocle:

  • Buddy
    • December 27, 2008 at 5:28 PM
    • #10
    Quote from Warby

    i am fucking around with the cod 4 tools right now and i must say they are HORRIBLE i think it would be easier to make something good looking with the hl1 tools and todays polycounts...what i am trying to say is your map really impresses me ... it looks great dude !!!!!!!! :monocle:

    Oh yeah they really suck, i can't imagine working with them tbh.

  • Erratic
    • December 27, 2008 at 10:52 PM
    • #11
    Quote from Warby

    i am fucking around with the cod 4 tools right now and i must say they are HORRIBLE i think it would be easier to make something good looking with the hl1 tools and todays polycounts...what i am trying to say is your map really impresses me ... it looks great dude !!!!!!!! :monocle:

    I haven't had to screw around with tools this much since the old HL1 days. I'm still trying to figure how the hell color correction works. The game seems to rely pretty heavily on it

  • -HP-
    • December 27, 2008 at 11:33 PM
    • #12

    Neat bump!

  • Frittz
    • January 10, 2009 at 4:54 PM
    • #13

    The COD5:WaW tools are even suckier! Man!

    For the moment I am going to do some L4D mapping in the meantime.

    Thanks for the compliments!

  • KungFuSquirrel
    • January 10, 2009 at 5:30 PM
    • #14

    How can anyone not like Radiant best bsp-based editor EVAR. COD4's prefab stuff integration is brilliant, too, wish we had had that on Q4 or Wolf.

  • Frittz
    • January 10, 2009 at 5:55 PM
    • #15

    Radiant is good once you get the hang of it...but there are far more advanced editors floating around now though.

    COD5's editor is quite suck at the moment though.

    I always found Hammer much more friendly...

    Now if Radiant had the frontend that the developers use...now we'd be talkin'

    However when you get the hang of it...You can create some great stuff in Radiant...see above pics in the thread...

  • Fergo
    • January 20, 2009 at 6:48 AM
    • #16

    Pretty cool man, specially the dusk version.

    I tried some things with C4Rad either, but Infinity Ward simply vanished with the 4 viewport setup (like Max, Hammer, UED and previous versions of Radiant), which killed the editor, imho. There are other viewport options, but the most common and probably the most used, they removed. It looks like I'm mapping for Doom I.

    The new layout is weird as hell for most people. I tried changing a lot of registry keys related to the camera setup and even open radiant in a resource editor, and for my surprise, the option of 4 viewports was still there, but hidden. Unfortunately making it visible and selecting it didn't worked (they ripped off the code as well =/).

  • KungFuSquirrel
    • January 20, 2009 at 6:49 PM
    • #17

    That's a new layout for Radiant? It's been single-grid and z-window as long as I've ever known it, in all versions. I've never known a single person who prefers a 4-window Radiant. Most I know use UnrealEd in similar fashion. Between the ease of ctrl+tabbing, by-default 3D manipulation, and the z-window there's really never been a need to eat up that much screen space showing the same thing at the same time.

    Honestly I wish Hammer was more functional in a single viewport capacity... I had one setup where the left monitor was camera and the right monitor was grid, but I was always having to reposition things and then my second monitor died. :\

  • Erratic
    • January 20, 2009 at 6:51 PM
    • #18
    Quote from KungFuSquirrel

    I've never known a single person who prefers a 4-window Radiant.

    *walks away whistling*

  • Lee3dee
    • January 23, 2009 at 7:41 AM
    • #19

    awesome map! I've been messing around with the cod4 editor also, barely gotten to the level that you have accomplished here. Coming from Unreal 3, radiants navigation controls are very annoying! having to hit escape everytime to deselect a brush gets frustrating. I do like its prefabs option for bsp, and the bsp tools are sweet, oh an patches are awesome! I really miss the 4 windows from unreal 3.

    I had some question

    * When you were adding meshes were you getting them from the xmodel directory? because i noticed that every model that I brought in didn't have any collision associated with it, so I had to build my own collision as bsp.

    * Did you build the houses first? then add the terrain? and did you have to stitch the terrain patches together once you were completed?

    * Did you ever have any problems where the gun/player would be multicolored?

    Thanks

    -Lee

  • Rick_D
    • January 23, 2009 at 6:09 PM
    • #20
    Quote from Frittz

    A lot of work has gone into making this map a little less blocky thanmost COD4 maps out there...

    It's still pretty overtly blocky though. Nothing wrong with straight lines but for the location and the setting it is too blocky.

    The overview shows perfectly aligned walls and houses; how about rotating some of those houses, make the walls and fences follow non-straight paths (make them broken down in places to prevent a long horizontal line).

    There doesn't seem to be enough grime and dirt on the houses exteriors either. Streaks of dirt or flaking paint would add alot to the ambience.

    I also think the "edges" of the map are very bland. It makes for an incredibly obvious ending; I would fill these with vegetation if you are not going to have a detailed "skybox", because currently it feels incomplete.

    The lighting is also tonally very much down the middle; it doesn't sway into contrasted areas. I don't know how to fix that as I am not particularly good at lighting, but perhaps check out some other CoD4 maps to see their lighting (although if I rememebr most of their lighting is quite even, rather than dramatic).

    Anyway, keep at it.

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