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[CE3] Abandoned 1920s Hotel

  • PogoP
  • August 25, 2013 at 2:37 PM
  • PogoP
    • August 25, 2013 at 2:37 PM
    • #1

    Hey guys!


    I've been posting a few screenshots here and there of this scene I've been working on. The Cryengine has been very up and down recently (mainly down) so I haven't been able to work on various elements at all really, but with the new version of the engine being released on Friday, I decided to spend a couple of days this weekend messing with the new features and working on the atmospherics a bit more.


    Unfortunately the 3ds max exporter is broken atm, or at least it is for me in Max 2010, but that has meant I can mess around with lighting, fog and decal stuff! Oh, and the cubemap generation isn't working properly in CE for some reason either, which is giving me some very strange results with reflections, so ignore that for now.


    Here's the latest:


    [Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Apartment/Screens/corridor_wip_night_05a.jpg]


    [Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Apartment/Screens/corridor_wip_night_05b.jpg]


    My plans for the scene currently, are:


    -Block in and detail one of the rooms, and have another room in the scene but only visible through a slight crack in the door.

    -Add a stairwell and a bit of height variation, maybe just a couple of steps going down in the corridor as this is quite an old building.

    -Model some sort of exterior. This is kinda low priority, but I think it would be nice to have some silhouetted buildings visible outside through the rain/fog.

    -More props! I want to add a hell of a lot more to give this scene more of a story and a sense of abandonment. I'm not 100% sure what happened here, I'm just thinking it has been left in a state of disrepair for a good few years, and perhaps some squatters have moved in at various points..


    And for old times sake, here's where this scene started:


    [Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Apartment/Screens/corridor_01.jpg]

  • Thrik
    • August 25, 2013 at 3:09 PM
    • #2

    I like it, looks like the worst place imaginable to stay — which is the point.


    I think the scene would really come alive if you added a ghastly ghost woman right at the end of the hallway, barely discernible.

  • 2d-chris
    • August 25, 2013 at 3:38 PM
    • #3

    looks fantastic, but I'm not sure if the blue and orange pallet is doing it any justice, maybe try more green, blues and browns? http://www.colourlovers.com/blog/2007/11/1…lors-imaginable


    if the goal is horror, don't be afraid [no phun intended] to mute the colors


    In my mind I imagine something like this,

    [Blocked Image: http://static.colourlovers.com/uploads/2013/08/2prew-f-560x372.jpg]


    quickly messed about in lightroom


    [Blocked Image: http://i40.tinypic.com/28sxboz.jpg]

  • Thrik
    • August 25, 2013 at 4:33 PM
    • #4

    I actually quite like the red, its warmth contrasts quite well with the horrific potential of the scene (which otherwise looks lovely and depressing). What could be cool is keeping the wallpaper red, but having the lights give off a green hue rather than just being warm/white which adds that creepy touch. It'd need balancing so it doesn't look stupid of course.

  • dux
    • August 25, 2013 at 4:39 PM
    • #5

    If amnesia was in the cryengine this would be it.

  • BJA
    • August 25, 2013 at 5:22 PM
    • #6

    Wow, that looks pretty good! Since the windows are open, I think it would be cool to have one or two curtains blown by wind a little. Kind of like this: http://www.worldofstock.com/slides/WOS8427.jpg

    I also think background buildings you can see through the windows would add a lot to the scene and make everything a bit more believable.

  • Thrik
    • August 25, 2013 at 5:30 PM
    • #7

    Good point. Or perhaps just a really, really big garden outside the hotel with a fence around the edge just to isolate how far away from any possible help you are. Maybe a few tiny buildings too far away to hear your screams.

  • blackdog
    • August 25, 2013 at 5:42 PM
    • #8

    Interesting improvements, I like it.

    Since the idea is to go with "horror" theme, Chris' mockup looks more creepy to me.

    Then, what BJA said (since I suggested myself in the wip topic ).

  • iSqueezee
    • August 26, 2013 at 6:16 AM
    • #9

    Looking good so far. Seen it on PC & Crydev before. Have you added anything new since the new update or only those lens flares?

  • PogoP
    • August 26, 2013 at 5:26 PM
    • #10

    Thanks all!


    Thrik - I'm definitely going to do an exterior at some point. I was actually thinking of having the hotel be a sort of horse-shoe shaped building with an inner garden with tall creepy hedges and a big overgrown tree maybe.


    Chris - Thanks for the feedback man. I definitely agree that it's a bit 'blorange' at the moment, and I was starting to push the greens a little more. I'm going to look into that a little bit more now, thanks!


    dux - Hehe cheers man. Lots of people have been mentioning Amnesia, and I'm definitely more than ok with that! I really want to come up with some sort of fiction for this environment to sort of ground it a bit more.. Like, why the hell is it abandoned? If it were a game, what would the enemies be like? Hmmmm.


    BJA - Yeah, I definitely want to do curtains like those.. Things is, I have never attempted any animation before. Anybody got any tips on how to achieve this sort of billowy curtain feel? I'm clueless when it comes to animation. Better yet, does anybody want to animate them for me?


    @Squeeze - Haha yeah I have added quite a bit since the last update, not just lens flares Mainly particle effects, fog, lighting tweaks and more decal work because my 3ds max exporter isn't working so I can't do any modelling.

  • iSqueezee
    • August 26, 2013 at 7:14 PM
    • #11

    Yeah. They didn't included the new RC. It says missing CryCompressorRC.dll or something. Just use the one from the previous built. If you don't have it, here you go.


    https://www.dropbox.com/s/no1q96sv9nhq…ompressorRC.dll

  • e-freak
    • August 26, 2013 at 7:57 PM
    • #12

    http://www.crydev.net/viewtopic.php?f=326&t=114211


    Quote from iSqueezee

    Yeah. They didn't included the new RC. It says missing CryCompressorRC.dll or something. Just use the one from the previous built. If you don't have it, here you go.


    https://www.dropbox.com/s/no1q96sv9nhq…ompressorRC.dll

  • iSqueezee
    • August 26, 2013 at 8:00 PM
    • #13
    Quote from e-freak

    http://www.crydev.net/viewtopic.php?f=326&t=114211

    Thank you. Just saw it on facebook post that Crydev shared.

  • PogoP
    • August 26, 2013 at 10:02 PM
    • #14

    Yeah, I've done that and it's still causing me some very weird issues with cubemaps. Something definitely isn't right!

  • Algor
    • August 27, 2013 at 4:11 AM
    • #15

    You've got the window open with rain pouring in fucking the place up, but you should/could push that further. Have some height into the floor by adding a bump to the carpet, pull one/more of the curtains loose and have them pushing into the hallway from the wind (also obscuring the sightline down the hallway for more tension), other curtains could be closed so there are darker sections, etc. You could also have light spilling out of a room on the side to create interest. Tons of reference;


    http://flickrhivemind.net/flickr_hvmnd.c…doned%20hallway


    Edit: possibly more relevant reference;


    http://flickrhivemind.net/flickr_hvmnd.c…mit=Search+Tags

  • PogoP
    • August 27, 2013 at 1:44 PM
    • #16

    Yeah, I agree with you there Algor. Does anybody have any animation knowledge and fancies animating these curtains?

  • Thrik
    • August 27, 2013 at 2:17 PM
    • #17
    Quote from PogoP

    Yeah, I agree with you there Algor. Does anybody have any animation knowledge and fancies animating these curtains?


    Here you go dude, feel free to use. Make sure to credit me though.


    [Blocked Image: http://24.media.tumblr.com/6935216fd3e8434e9a415232abe6cbf1/tumblr_mlbadcb2my1r83t6co1_500.gif]

  • Corwin
    • August 27, 2013 at 2:34 PM
    • #18

    Not sure if the cloth entities are part of the SDK yet, but if so, they should be fairly easy to setup:

    - Subdivide the mesh enough that it can move naturally

    - Vertex painting (black = no movement, white = full movement) on the object before export

    - Set wind/random wind values on the object and other air resistances, etc.


    Check under Physics/Cloth in entities I think. If it's not there, well good luck doing it with constraints/joints :/

  • PogoP
    • August 27, 2013 at 3:49 PM
    • #19

    Oh nice, I just found the Wiki article about cloth simulation. Might give this a go later, cheers Corwin!


    Thrik - Actually, yeah I'll use your one! Does it have a normal map?

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