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[WIP] de_dam UPDATED 6-10-05

  • cdxx
  • April 18, 2005 at 3:45 PM
  • cdxx
    • April 18, 2005 at 3:45 PM
    • #1

    Hey all, I'm new here (1st post, woot!) . I've been mapping since Nov of last year and absoulutly love it. This is a defusal map I'm working on. I still have tons of crap to finish as you can see by the list I've compiled. Anyways, cool forums. Let me know what you think.

    Here's what I need to finish.

    - Skybox and outlining areas and scenery

    - Need to populate the building with office props

    - Decal and Overlay placement

    - Add misc grates with pipes throughout the map.

    - I want to add ventilation system (alt enterance / exit ) to the bombsite located within the mountain.

    - redo the mountain displacement and texture. (yes i know, this one blows)

    - sound placement

    - Optimization

    - Bot paths

    As you see I have a ton of stuff to finish so I don't expect to be done with this sucka for at least another month or 2.

    Original set of pics:

    http://sourceprefabs.com/ftp/joe/dam/damOrig

    EDIT: updated pics here:

    http://www.sourceprefabs.com/ftp/joe/dam/

    EDIT: update pics 2:

    http://www.sourceprefabs.com/ftp/mappics/

    LATEST EDIT: 6-10-05 Alpha Pic Set:

    http://www.sourceprefabs.com/ftp/joe/damalpha1_1/

  • st0lve
    • April 18, 2005 at 4:03 PM
    • #2

    take a look at 2D chris's de_dam for CS to get some inspiration.

  • DaanO
    • April 18, 2005 at 4:42 PM
    • #3

    Get yourself some good concept photos. Then, with everything you put into your map wonder about why, and how people would use it. Things just don't make sense in your map. The walkway on the roof in the last picture makes no sense. Grass growing on a rock wall like this? No way! 'Because i think it looks cool' is no reason to just put something in your map. Just do some RPG in your map and you'll notice soon enough is something could have been a real world eh .

  • von*ferret
    • April 18, 2005 at 4:44 PM
    • #4
    Quote from st0lve

    take a look at 2D chris's de_dam for CS to get some inspiration.

    yeah 2d had a slight slant to his damn that was well done. Your map came out a little too yellow for my liking. The building looks awkwardly placed as though it doesn't actualy belong there.. Your displacement maps look lazy in the sense that you could've done better by spending more time and being more creative. A good start, something to work on and refine into something great.

  • cdxx
    • April 18, 2005 at 4:48 PM
    • #5
    Quote from DaanO

    Get yourself some good concept photos. Then, with everything you put into your map wonder about why, and how people would use it. Things just don't make sense in your map. The walkway on the roof in the last picture makes no sense. Grass growing on a rock wall like this? No way! 'Because i think it looks cool' is no reason to just put something in your map. Just do some RPG in your map and you'll notice soon enough is something could have been a real world eh .

    most roofs I've seen has similar ledges like this building does. take a look at this google image i've found. In fact the roof of the building I work for has a ledge like this. so I'm failing to understand what you're talking about.

    http://skylane.kjsl.com/~key/gallery/al ... G_2651.jpg

    Also, in my post i've clearly stated that I'm gonna rework the mountain as I know this one sucks.

    Quote from cdxx

    - redo the mountain displacement and texture. (yes i know, this one blows)

    thanks for the insight.

  • RD
    • April 18, 2005 at 4:49 PM
    • #6

    Looks more like de_bottom_of_the_dam , where the dam is just a wall in the background and the map is more like de_base_inside_the_rocks. I wanna walk on top of the dam, on the sides and fall off D:

    The bottom part looks cool tho, but the rocks and flat dam look kinda bad, lighting too. Dont make that building entirely open with windows, and dont make it all inside industrial areas , theres too much of those already. If u gonna make a dam map, dont make it a base inside a mountain.

    Also if u dunno how the insides should look like, make the outsides

  • DaanO
    • April 18, 2005 at 4:56 PM
    • #7

    Roofs like that don't have ledges. And even if they do, they're not like in your map. They're too high, too small, and they're only on flat roofs, not on these.

  • cdxx
    • April 18, 2005 at 5:01 PM
    • #8
    Quote from RD

    Looks more like de_bottom_of_the_dam , where the dam is just a wall in the background and the map is more like de_base_inside_the_rocks. I wanna walk on top of the dam, on the sides and fall off D:The bottom part looks cool tho, but the rocks and flat dam look kinda bad, lighting too. Dont make that building entirely open with windows, and dont make it all inside industrial areas , theres too much of those already. If u gonna make a dam map, dont make it a base inside a mountain.

    Also if u dunno how the insides should look like, make the outsides

    I hope i don't seem like i can't take critisim here but I just want to defend a couple of points as these pics might not show some aspects of the map.

    the dam is pretty much just a backdrop, that's done by design. I didn't want to make a laberath of hallways with elevators to have people get lost in. you can enter a small section of the damn that takes you to a control / generator room show in the pic.

    the windows aren't breakable. it's the chicken wire glass that doesn't breakaway. I did this as I didn't people to make their own enterences to the buiding itself. but i can loose several of the windows themselves as there are alot.

    the building outside is intended to be the admin building where all the er.. admin stuff is done.

    The generator room and control rooms (industrial part) is within the moutain along with the parking garage. I thought this was a cool effect as they had limited space to build that stuff given the terrain.

  • Zacker
    • April 18, 2005 at 5:46 PM
    • #9

    RD got some really good points. This map is not much besides a generic boring industrial area with a big wall at one of the sides.

    Judging from the first screenshot, then texture on the rocks need to get it's scale increased to at least the double.

  • cdxx
    • April 18, 2005 at 5:56 PM
    • #10
    Quote from Zacker

    RD got some really good points. This map is not much besides a generic boring industrial area with a big wall at one of the sides.Judging from the first screenshot, then texture on the rocks need to get it's scale increased to at least the double.

    I don't get it, this isn't a mars lunar base or something. It's a dam, with an admin building and generator room. What are you expecting. I'm not trying to reinvent the wheel here. I'm attempting to make a fun defusal map for counterstrike based off of some actual photo's of dams that I have looked up.

    isn't cs_office just a boring office??? yes, but it;s fun because of the layout right, correct??? I think it's hard to judge if something is boring or not without even playing it. I've stratigically layouted many good choke points, close encounter battles and even a sniper ally. not to mention some extra hard to reach areas only experiance players will be able to reach.


    thanks for the texture tip. I'll be sure to do that when I redo it. ;)

  • Taylor Swift
    • April 18, 2005 at 6:02 PM
    • #11

    For some reason, the screenshots is looking little green.

    Maybye the ambient light makes it look little green - yellow or can be my monitor.

  • RD
    • April 18, 2005 at 6:22 PM
    • #12

    Ofcourse we cant see the gameplay or what u didnt show in ur screenz here CDXX, so we might all be completely wrong. Just remember when ur gonna pimp ur finished map, u have to convince ppl to download it, and the only thing which does that is ur outside screenz which imply that there is a giant dam, a lake and some cool docks and buildings at the base of the dam. So why not let em fight there instead of industrial inside areas once again and keeping the rest as a background

  • cdxx
    • April 18, 2005 at 6:58 PM
    • #13

    That's good feedback RD. I have played the map with others and although I have a bias option, the others that have played have given me good feedback as to the gameplay. Of course I have many refinements to make.

    The admin building is a 2 story office in which people can indeed enter. Right now there are several enterences to the building. there's only a section of the dam that people can enter which will take you to one of the bombsites. There are fake doors that could take you elsewhere from inside the dam but again, I don't want this to be a giant maze of a map with people getting lost on different hallways and floors within the dam itself.

    Here's a couple other screens. I included one of the dam itself in hammer. I thought I made it pretty real with a curve and slant to it. Maybe I need to make it more???

    anyways, thanks for the feedback. I'll be posting more sceens as I get further to finishing it.

    http://%7boption%7d

    http://%7boption%7d

  • insta
    • April 18, 2005 at 7:04 PM
    • #14

    3584.01 units? Why/how the .01 unit?

  • cdxx
    • April 18, 2005 at 7:08 PM
    • #15
    Quote from insta

    3584.01 units? Why/how the .01 unit?

    Probably happened when I transformed and scaled it down. The original one I made was too large :-O

  • ReNo
    • April 18, 2005 at 7:12 PM
    • #16

    Be sure to check out dm_cascade by Tarky ( http://www.snarkpit.net/maps.php?map=1435 ) for ideas, both pulled off dam settings very convincingly.

  • csharp
    • April 18, 2005 at 8:01 PM
    • #17
    Quote from cdxx

    Probably happened when I transformed and scaled it down. The original one I made was too large :-O

    heh

  • JAL
    • April 18, 2005 at 8:24 PM
    • #18

    I like the building but the lighting is freakishly light

    might be that big white dam wall texture

  • cdxx
    • April 18, 2005 at 9:20 PM
    • #19
    Quote from JAL

    I like the building but the lighting is freakishly lightmight be that big white dam wall texture

    I used some fine concrete texture for the dam. I try out some others to see if they look better. After reading several of the replys here I'm going to change the ambient light color and the overall env_light brightness to tone it down a bit.

    thanks for the input.

  • sk3tch
    • April 18, 2005 at 10:44 PM
    • #20

    ...scaling it down like that is just ASKING for problems.

    I agree alot with RD...And I feel it is way to green. I'm probably biased because I saw a dam map in cs1.6 that was spectacular...hope you can live up to that 1.

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