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[WIP] Presidio

  • R_Yell
  • December 13, 2005 at 7:12 PM
  • kleinluka
    • February 13, 2006 at 5:38 PM
    • #101
    Quote from Nz-Nexus

    I love this, every map now includes a church/moastry or & cathedral in it.Must be a classic style.

    as long as its not crates...

  • Defrag
    • February 13, 2006 at 9:53 PM
    • #102
    Quote from R_Yell

    Mountains are made with digital elevation models as I said previously (there is a tutorial made by me into the valve´s wiki). The artistic part comes now, I'm trying to paint them to look similar as possible to real south western mountains (in the USA).

    Thanks for the info, I'll be sure to look it up

  • R_Yell
    • February 13, 2006 at 11:55 PM
    • #103

    Talking about crates, I'm going to show you my guns crate:

    [Blocked Image: http://img476.imageshack.us/img476/4071/presidiorc00224xu.th.jpg]

    The level will have a lot tombs around the fort, on 3dskybox too, imagine something like the good, the bad and the ugly's end scene. There is a treasure splitted in 4 parts, teams need to control those 4 zones. Gameplay would be like DOD, but there is an innovation, every captured zone gives better weaponry to your team, and these weapons will be lost when the other team takes over that zone. Capture zones near team bases gives the best guns (like an awesome winchester we have ) to opposing team, but just "level 1" weapons to defending team. So I think there will be a lot of focus on strategy: what zones should be taken and defended first, how many people should be assigned on every place, and many more.

  • Taylor Swift
    • February 14, 2006 at 7:10 AM
    • #104

    Excellent work this map is ownage.

  • General Vivi
    • February 14, 2006 at 7:28 AM
    • #105

    looking nice r_yell

  • R_Yell
    • February 28, 2006 at 1:05 PM
    • #106

    Some updates:

    enviorement lighting position change

    [Blocked Image: http://images5.pictiger.com/thumbs/88/5f8e245c64ef9436a9426dd627d01088.th.jpg]

    [Blocked Image: http://images5.pictiger.com/thumbs/5b/986768421334f9d8c230dc9912bc665b.th.jpg]

    3d modeled normal map on cave's ceiling

    [Blocked Image: http://images5.pictiger.com/thumbs/49/343d3736fef19d0942fb92538b949249.th.jpg]

    Glazed tiles


    [Blocked Image: http://images5.pictiger.com/thumbs/d5/83bed4bb0ebcf55adf41d8fec09159d5.th.jpg]

    I'm involved in gameplay/performance improvements now, level has very good frame rate over almost all places once I tweaked vvis. Need to finish 3dskybox mountains hand painted texture, and keep polishing some parts, but the level is near to be completed.

  • Games
    • February 28, 2006 at 3:11 PM
    • #107

    Looking great !!!

  • von*ferret
    • February 28, 2006 at 6:25 PM
    • #108

    I'd love to see more things like the tiles around. Adds more atmosphere in my opinion.

  • R_Yell
    • February 28, 2006 at 10:11 PM
    • #109

    Yes, I know, there are some zones that could support more props. The map has around 50 custom props now, but there is no much quantity. I want to place most of the atmosphere inside the church and caves, both zones have a good amount of frame rate.

  • SKULLHOZER
    • March 10, 2006 at 5:52 AM
    • #110

    The terrain is excellent, but I’m just wondering whether or not the gameplay would be good…

  • R_Yell
    • March 10, 2006 at 4:43 PM
    • #111

    The test we've made are positive respect to gameplay, the weapons and the mod itself helps too. It's a customized HL2DM, using western era weapons , but gameplay is much like DOD at least for this map. Capture points placements is completely different from DOD, bases are inside the fort, and flags are outside (3) and between bases (1 inside the church). And capturing flags means you get more powerful weapons too, because players respawns with basic inventary. That creates some strategical thinking. So the map will be very funny, action is intense with 8 players at least, but could support around 20.

    Here are some pics with final rocks:

    [Blocked Image: http://images5.pictiger.com/thumbs/09/cb5faf381978374cd73bde2bd1ffaa09.th.jpg] [Blocked Image: http://images5.pictiger.com/thumbs/fe/f49bd4941bf13cc86d92b2ae002888fe.th.jpg]

    I'm not sure if outside should have more cover, have no clear idea yet.

  • Taylor Swift
    • March 10, 2006 at 5:26 PM
    • #112

    Very beautiful indeed, nice and smooth! But what about to add some couple of stone churches/buildings or simply ruins around that place? Maybye even somewhere near the cliffs?

    Nice work and keep going. I will try this map out!

    perhaps.. you need some trees?

  • R_Yell
    • March 10, 2006 at 7:35 PM
    • #113

    I could add some bushes outside, as cover. There is no plan to add more buildings, outside fort is just desert and tombs, there are a lot of tombs around the place.

  • Ginger Lord
    • March 10, 2006 at 7:48 PM
    • #114

    The lighting in the level doesnt match the skybox, or at least the rock colours. Looks odd having saturated yellow rocks with orange in the sky.

  • R_Yell
    • March 10, 2006 at 9:07 PM
    • #115

    Nature is odd sometimes, there are lot of contrast in some places, in this case I think it's better having different colors. Mountains are something like dirt/dark rocks, main rocks are some kind of limestone. Env_lighting is a bit saturated I think, but textures aren't. I'll try different light settings.

  • R_Yell
    • March 17, 2006 at 12:45 PM
    • #116

    The map is near to be completed, here is a overall view. Feel free to add whatever you consider necessary to make it better (without getting worse performance! :wink: )

    [Blocked Image: http://images4.pictiger.com/thumbs/21/bbd095ec70e094868de4677978b13521.th.jpg] [Blocked Image: http://images4.pictiger.com/thumbs/56/d858e98da9200a9030c2c489fe402a56.th.jpg] [Blocked Image: http://images4.pictiger.com/thumbs/1d/172d86bf690e55ceabaa2cef3620d61d.th.jpg] [Blocked Image: http://images4.pictiger.com/thumbs/0c/f08f7da3c9daddbee946dbd8eb57990c.th.jpg] [Blocked Image: http://images4.pictiger.com/thumbs/46/8fb7980db00cbd4afbe5506592dae846.th.jpg]

    [Blocked Image: http://images4.pictiger.com/thumbs/64/297186a9094c61fde049a5bf108f9a64.th.jpg] [Blocked Image: http://images4.pictiger.com/thumbs/c9/71db27e105611801ce88001447cfcfc9.th.jpg] [Blocked Image: http://images4.pictiger.com/thumbs/4c/6e2f1f949e274523d071a2e8d05ff84c.th.jpg] [Blocked Image: http://images4.pictiger.com/thumbs/6d/534d5e320d868c70bb1ed5381336a66d.th.jpg] [Blocked Image: http://images4.pictiger.com/thumbs/c1/5c6bc3282de4abb037d0b905d9ef7cc1.th.jpg]

    [Blocked Image: http://images4.pictiger.com/thumbs/93/a54947b29bbad95079a7b907b190f193.th.jpg] [Blocked Image: http://images4.pictiger.com/thumbs/e1/0336f769e402a190cc5ef9a66d9367e1.th.jpg] [Blocked Image: http://images4.pictiger.com/thumbs/ba/7f01f03c91e1533f763b22b86e4cb3ba.th.jpg] [Blocked Image: http://images4.pictiger.com/thumbs/a7/66d52114058cf4f703aa0b0294aff1a7.th.jpg] [Blocked Image: http://images4.pictiger.com/thumbs/e8/9440f250301e3c4493e252ab9c3498e8.th.jpg]

  • Mazy
    • March 17, 2006 at 3:25 PM
    • #117

    Looks really good R_Yell, obviously I'm still going to say that more props to clutter the streets would be sweet but its still quite good

    Btw, is the roof accesible on this pic?:

    [Blocked Image: http://images4.pictiger.com/images/1d/172d86bf690e55ceabaa2cef3620d61d.jpg]

  • WD
    • March 17, 2006 at 3:39 PM
    • #118

    3rd pic doesnt work

    Overall the map looks awesome and like mazy said more props

    Also on the pic from under the bridge the terrain looks a bit dull and could have some more variation but well it's hard to make any conclusions from just a few pics.

  • R_Yell
    • March 17, 2006 at 4:09 PM
    • #119

    The 3rd pic is this one

    [Blocked Image: http://img208.imageshack.us/img208/4274/presidiorc100122sc.th.jpg]

    Almost all roofs can be accesed, except the two big buildings around the church. The church's roof is accesible from two ways, inside the tower and the scaffolding at the back. Heights plays an important role, there are multiple levels with a clear hierarchy relationship.

    I can add some small props at places with low visibility distance, and probably more physic props will be added because we have some kind of replacement for gravity gun (bare hands).

    The terrain could be improved with decals I have made for rocks, but they could work on ground too.

  • Grinwhrl
    • March 17, 2006 at 5:12 PM
    • #120

    looking mighty awesome so far. I will be agreing with the others, more prop clutter needs to be down, and overlays. Maybe add an old cannon crator?

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