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[Crysis] Storm

  • Falc
  • September 20, 2010 at 10:01 PM
  • Falc
    • September 20, 2010 at 10:01 PM
    • #1

    Hello MapCore!

    I want to show off my Mod/Level called "Storm", wich is my first serious Mapping Project (I did some unimportant stuff in Source before). The Map is now in development for a year, and I think the time is come to show this in a more professional forum than crymod.

    [Blocked Image: http://www.abload.de/img/update2z3hc.jpg]

    (Picture below is WiP)

    [Blocked Image: http://www.abload.de/img/yeahheql9.jpg]

    [Blocked Image: http://www.abload.de/img/update1f365.jpg]

    (Picture below is WiP)

    [Blocked Image: http://www.abload.de/img/faiarqmm2.jpg]

    My aim is to Create a unique Experience of Rain and Darkness. Currently, I am working on the Gameplay wich is focused on Stealth, and do stuff like C++ and LUA to get all of my ideas into the Project.

    I hope for good feedback and criticism!

    Falc

  • JeanPaul
    • September 21, 2010 at 5:16 AM
    • #2

    This:

    http://www.abload.de/img/yeahheql9.jpg

    Is incredible. The only thing I would say is turn down your sharpening or post processing shit or whatever is going heavily on in those images.

  • FrieChamp
    • September 21, 2010 at 11:18 AM
    • #3

    Nice, it looks like you've nailed the ambience. What is the story behind the level and what features will you need new code for? Also more screenshots please

  • e-freak
    • September 21, 2010 at 11:47 AM
    • #4

    What JP said. Would love to see some moving images.

  • Seldoon182
    • September 21, 2010 at 12:56 PM
    • #5

    If AvP3 was built on CE2 it would looks like this! Cool stuff!

  • Falc
    • September 21, 2010 at 10:28 PM
    • #6

    Thanks for that Feedback guys!

    JeanPaul : Thanks! I'm unsure what do you mean exaclly, In any case I have disabled the additonal sharpen filter.

    FrieChamp : My acaully Story is about a hostage rescue. You play a guy called "Stigma" and your aim is to secure the hostages where taken by the Koreans, aftter a mysterious crash of a VTOL ( theses hoovering aircraft, picture of the crash included in my post above). In case of Coding : Storm will be a first-person stealht game. While the developing I experimenting with third and first person. I noticed that Third Person gaves you a better fairniss for the gameplay (because had a much better overall view), but a firstperson just fits better to a experinced focused mod like Storm. So I decided to code a Heartbeat Sensor (acaully working pretty well). But not like that one in MW2 or Rainbow Six, a more subtile way. My version just shows you that there is something in the raw direction where do you aim to. In case of lua, well the curent AI of Crysis acts too unfair for a stealth game. I modified the AI behaovirs (where are written in LUA) to fix this.

    e-freak : Thanks, I am planning a gameplayvideo at the end of the month.

    Seldoon182: Much thanks, I appreciate that.

    More screenshots soon, but I currently have some problems with Sandbox2, so please have some patience.

  • Daze
    • September 27, 2010 at 9:35 AM
    • #7

    Looks effing sweet! Looking forward to videos.

  • Falc
    • October 17, 2010 at 3:52 PM
    • #8

    Okay some new Picturs, i'm still not done with all the stuff I want for the Video.

    [Blocked Image: http://dl.dropbox.com/u/11797191/storm%20pics/update/update1.jpg]

    [Blocked Image: http://dl.dropbox.com/u/11797191/storm%20pics/update/update2.jpg]

    [Blocked Image: http://dl.dropbox.com/u/11797191/storm%20pics/update/update3.jpg]

    The First one is taken at the Koreanoutpost (wich will be featured in the gameplay video). The Latern you see is complety physicalized and moves with the wind, wich makes a pretty cool effekt.

    Second one is taken at the entrance Actionbuble. I like the idea of a smooth trasition between rasing Storm/Sunset/Low Contrast/Yellowish Colors and Heavy Storm/Nighttime/High Contrast/Blueish Colors.

    Last one is a reworked version of the Picture I already take. I add a couple of objects and worked on the placing of the objects.

    Hope for some Feedback and Criticism.

  • Chimeray
    • October 17, 2010 at 4:29 PM
    • #9

    The 2nd one has a lot of potential, love the composition!

    There's a bright light shining in the cave though so there should be more contrast. A thin beam would be nice as well but don't overdo it.

    Not that it's that bad or anything (au contraire!), it's just missing that final little touch... Well, imo...

    About the 3rd, I think you should go in between what you did before, and now. As far as lightness/darkness is concerned. The grass is pretty much black now.

  • FrieChamp
    • October 21, 2010 at 1:45 PM
    • #10

    What's with the filters?

  • Falc
    • October 26, 2010 at 5:19 PM
    • #11
    Quote from FrieChamp

    What's with the filters?

    Quote from Chimeray

    About the 3rd, I think you should go in between what you did before, and now. As far as lightness/darkness is concerned. The grass is pretty much black now.

    This way? I just droped a pure raw ingame (okay some small resize is still there)picture now and disabled the cryengines one AA Shader and made the TOD settings some ticks brighter.

    [Blocked Image: http://dl.dropbox.com/u/11797191/bettar.jpg]

    Quote from Chimeray

    The 2nd one has a lot of potential, love the composition! There's a bright light shining in the cave though so there should be more contrast. A thin beam would be nice as well but don't overdo it.

    Nah, I prefere subtile lightning setting, because a subtile lightsetting leads to more ambience (in my opinion).

    Quote from Chimeray

    Not that it's that bad or anything (au contraire!), it's just missing that final little touch... Well, imo...

    Yes, the final touch, thats my biggest problem actually.

  • Chimeray
    • October 27, 2010 at 1:17 AM
    • #12

    Wall of text, sorry... But I don't want any more confusion so I'll just explain myself better this time around.

    No, that's not what I meant, you're loosing your fine contrast you had in the 1st version. You had brights, darks and a nice in between area there (a balanced composition!), I was missing that in the 2nd version. The dark areas in your 2nd version were just a bit TOO dark, like when someones uses a light that's too bright and everything's washed out, well you had the reverse, it was just one black spot without definition, the grass was lost in the black (on the left side of the picture). You also didn't really have that strong light anymore.

    In any case, I actually prefered the 1st version way more but since you changed it you obviously felt something was wrong with it (Guess you wanted to go for a more subtle effect). So instead of just saying, reverse what you did, I said: get it in between so you get those nice little things back

    So no, increasing your brightness just like that won't do the scene any good (the moodyness is gone). Just try to

    1) Remove the entirely black areas (sometimes this effect can be good to draw attention to the lit up parts, but I don't think that's your point, you just want to sell your environment, right?). So don't loose definition!

    2) Keep the contrast, if everything looks same-ish in terms of lighting it's dull.

    So play with more than just brightness, if my memory serves me right TOD's have a ton of things you can do in this respect. If you're fed up with tweaking then just get the brightness to what it was before and leave it at that cos in all honesty, it now looks the worst. I mean, the fog now seems to illuminate the place, looks odd.

    I just hope that makes any sense They're still pictures though, so it's hard to judge... the specular on the grass could very well make it stand out just enough. I guess a video will show that. Just keep those basics of lighting composition in the back of your head and you'll be fine! It was just a minor pointer.

    About that "final touch", you can try doing it with just... lighting and nothing extra assets or anything.

    Kind of cheesy this one, add another hole, beam, shiny edges so the rocks stand out more. Don't really advise this one, but perhaps it gives you another idea. The emphasis is on brighing some shiny rims around different object in the scene, not essentially that beam itself...

    [Blocked Image: http://img40.imageshack.us/img40/6628/beam1.th.jpg]

    More subtle:

    [Blocked Image: http://img545.imageshack.us/img545/5612/beam2.th.jpg]

    You don't have to make it as "beam-y" if you don't want to, just notice how the rocky wall in the middle is lit up more cos it receives the lighting directly. It's not forbidden to manually place extra lights in there to fake it... I like this especially because of the eye travel it generates, you're drawn to the most lit part in the scene, the hole. Then you follow its path to the lit up wall, and then you notice the broken stairs in the dark. It's a natural flow and easy for the eye.

    [Blocked Image: http://img219.imageshack.us/img219/8928/beamdetaileyetravel.th.jpg]

    I'd try something like this, see where it leads to?

  • Falc
    • October 27, 2010 at 8:02 PM
    • #13

    Much, much, much thanks for this!

  • 2d-chris
    • November 1, 2010 at 9:26 AM
    • #14

    this is

    [Blocked Image: http://www.abload.de/img/yeahheql9.jpg]

  • u.s.marshal
    • November 8, 2010 at 10:58 PM
    • #15

    wow just impressive - looking forward to your video

  • Falc
    • February 1, 2011 at 5:52 PM
    • #16

    After some weeks with lack of motivation, I finally made the long annouced gameplay video which you can watch below.

    External Content www.youtube.com
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    Knife by nonamed817(model), callofduty511(rig), yaxxo(animation) and me(Falc)(unwrap, texture and material settings).

    Here is a list of changes/things i've made :

    Hearbeat Sensor :

    As you can see, I've made a fully working heartbeat sensor including a map (which is similary to the HUD one) and a raw detector which indicades if there is a enemie inside of a raduis of 30m (the new maximal viewrange of the enemies).

    Technically is mostly done in C++. I cast up 60 rays (Raycast command) per frame to determine if there is a enemy. Also I created a second HUD Radar instace to bring up the Radar on the HBSensor Screen which was possible trought changes at the radar code (HUDRadar.cpp)

    Lightlevel :

    You might noticed a small rectangle on the lower right side. This is a indicator for the Player visibility/brightness. I wrote a custom Flowgraph node as a handler for Lightsources. Every Node belongs to one Lightsource and triggers Light/True or Dark/False (a single raycast is used for the vis check; all nodes get linked in Flowgraph to a central node which handles the AI Viewrange and the Lightlevel indicator.

    The system requires a additonal area trigger + shape for light spots (it was mathematically to hard for me to demitter if the player is inside the lightcone due the internal unit chaos of the cryengine) but is able to work stantalone with pointlights.

    Nothings else to say actually, I'm trying my best to finish Storm before the release of Crysis 2.

    Feel free for questions and suggestions!

  • tofu
    • February 1, 2011 at 7:21 PM
    • #17

    Wow, nice work man! I felt the silhouette on the enemies was a little immersion breaking, for a stealth type setup like the one you have I think it'd add a lot more tension if you were to remove it. Especially as your objective and general theme seems to be light/visibility orientated. That thought of being spotted by someone you didn't quite see carries a lot of weight.

    Speaking of objectives, given how much you were creeping around, it seemed like you would have been able to creep past the base regardless of the generator. Perhaps it's just not portrayed in the video how/why this isn't possible, but have you thought about hooking the generator up to something else, such as a gate that opens up, or some electric fences that get powered down?

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