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[WIP] de_dam UPDATED 6-10-05

  • cdxx
  • April 18, 2005 at 3:45 PM
  • cdxx
    • May 22, 2005 at 11:13 AM
    • #41

    First off sorry for the long post.

    Well i decided to redo the entire admin building I think this one fits the setting much better. Theres still alot to do but here are the updated pics as of now:

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

    note: I know the trucks are hovering above the ground in the garage. I didn't feel like compiling it again as the damn thing takes 45 min to compile on fast.

    Also keep in mind that this is still a WIP and that I will start adding the eye candy with props / decals / overlays and such soon. I still have to fix plenty before it's done. Most of the geometry is done and I don't foresee making any big changes to the layout. (besides a second floor to the dam which I am contemplating atm.

    Here's what I know I need to fix:

    - Water: for some reason it's all messed up, Also gotta do the displacement for the water floor. also add damage values like in port if you happen to fall in.

    - Add skybox: I'll probably add a cayon type skybox with tons of powerlines coming from the cliff face fading off into the distance.

    - Fix hovering trucks in garage (trucks don't fly... yet)

    - Add office furniture

    - Add hatch to roof for quick access for the CT's much like the T's have.

    - Add misc models throught map for cover.

    - Add sounds (ugh... this is something that I'm dreading as I haven't really experimented with placing sounds much)

    - Adding misc decals and overlays

    - I need to create a couple custom textures.

    - Touch up the rock face displacement, Not 100 % happy with the outcome so far.

    - Make the busted contol gate where the T's busted though and parked in the garage. I'm thinking they arived in a couple hummers. Like this model:

    http://%7boption%7d

    those are the big things. I got tons more but no need to go on and on about em here.

    also anyone know where I can do a playtest of this? I would love to schedule a time to get some people playing this sometime in the next week or so.

  • Zacker
    • May 22, 2005 at 12:41 PM
    • #42

    Wow, this map has come a long way!

  • curman
    • May 22, 2005 at 3:51 PM
    • #43

    Lookin' very good, I'd try to add something more to the dam-wall itself.

    http://www.sourceprefabs.com/ftp/joe/da ... 6m0024.jpg

    Also, you placed the orange squares for placement, I'd advise using the model of models/props_trainstation/trainstation_post001.mdl It seems fitting.

  • Zacker
    • May 22, 2005 at 6:03 PM
    • #44

    Yup, doing something about the dam-wall itself and the orange squares is also a really good idea.

  • cdxx
    • May 22, 2005 at 6:14 PM
    • #45
    Quote from Zacker

    Yup, doing something about the dam-wall itself and the orange squares is also a really good idea.

    I just changed the post to the trainstation props. I was fighting off the urge to to that earlier for some reason. Something about the thicker post made me like em more but we'll see if these are more appropriate in the next set of pics.

    I'm not sure what to add to the dam wall itself to make it more interesting. Maybe that Atlantic overlay towards the top ?

  • Zacker
    • May 22, 2005 at 6:35 PM
    • #46

    Some pipes following it down, like below, would be cool:

    [Blocked Image: http://www.alandonfire.com/photos/images/pipes.jpg]

  • JynxDaddy
    • May 23, 2005 at 7:25 AM
    • #47

    Am I the only one that sees half-life in that photo ;O

  • Zacker
    • May 23, 2005 at 9:43 AM
    • #48

    Uhm yes? I don't get it...

  • insta
    • May 23, 2005 at 12:54 PM
    • #49
    Quote from JynxDaddy

    Am I the only one that sees half-life in that photo ;O

    First thing I thought of too.

  • Zacker
    • May 23, 2005 at 1:07 PM
    • #50

    Are you like hinting at the cliffside missions in HL1 where there were plenty of thoose?

  • insta
    • May 23, 2005 at 1:10 PM
    • #51
    Quote from Zacker

    Are you like hinting at the cliffside missions in HL1 where there were plenty of thoose?

    The small map where you launched the rocket, so that [someone] could use a satelite to do [whatever]

    It was just after "On a rail", if I remember correctly.

  • cdxx
    • May 23, 2005 at 11:52 PM
    • #52

    Im not sure if I'm feelin the pipes down the dam. I was thinking of a dam more like these:

    http://pic.templetons.com/brad/pano/mid ... m-tall.jpg

    http://pinker.wjh.harvard.edu/photos/am ... Bridge.jpg

    http://www.hdprint.co.uk/ftp/CanyonLand ... %20dam.jpg

    http://213.61.97.114/mangum/pic_db/high ... %20Dam.jpg

    I will add decals to it much like some of the water stains you see in those pics. Hopfully that will spruce it up a bit and make it not so boring.

  • hydeph
    • May 24, 2005 at 3:13 AM
    • #53

    this map looks "phat"

  • cdxx
    • June 10, 2005 at 6:49 PM
    • #54
    Quote from hydeph

    this map looks "phat"

    Thx, I've almost completed it's alpha stage. I'm in the process of putting the final touches on some major things I have planned and then it should be good for beta and some playtesting. Here's what I have left to do before playtesting starts.

    - Add additional overlays and props to fill out the bland areas.

    - Complete the 3d skybox so I get a much better "world" around the map.

    - Add soundscapes

    - add cameras for HLTV

    - create strategy guide.

    - Optimize vis leafs and world geometry

    here's the latest pics.

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

  • Taylor Swift
    • June 10, 2005 at 7:17 PM
    • #55

    yeah, 10 / 10. Outstanding. Stunning. Orange and amazing!

    Holy crap, if this map looks good in alpha stage, i cant say a word when u release the beta stage.

    Holy amazing incredibly realistic dam environment.

    Better then DE PORT.

  • teeluu
    • June 11, 2005 at 10:08 AM
    • #56

    Well umm.. some places looks excellent but it has a bunch of places with boring texturing imo. Also I've got this comment to myself too here earlier; it's too 90 degree, in other words - blocky, you should use a bit more round shapes and dat shid.

    These are only my opinions, nice map anyway

  • BlueCoatKarma
    • June 11, 2005 at 5:21 PM
    • #57

    This has improved a LOT since you first started working on it. The roof of the building looks amazing.

    The interior office-type shots are a bit off I think. The prop placement is awkward: some places seem too empty and some places have unrealistic and pointless placement.

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