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CS_Metroplex

  • m8nkey
  • June 16, 2007 at 3:46 AM
  • m8nkey
    • April 29, 2008 at 9:11 AM
    • #81

    Thanks guys.

    Meo: Awesome idea. I made a shitty test using brushes a while back http://%7Boption%7D[Blocked Image: http://i173.photobucket.com/albums/w57/m8nkey/cutout.jpg]. The final props will be destructible models. I need to hassle mods for some highres renders or concept art suitable for cardboard cutouts.

  • Meotwister
    • April 29, 2008 at 3:40 PM
    • #82

    yeah like that, some are a bit more complex than that but you have the idea. take some pictures inside a theatre near you! I would for ya but I'm like super sick and screwed for finals at uni.

  • m8nkey
    • May 18, 2008 at 1:11 PM
    • #83
    Quote from Meotwister

    yeah like that, some are a bit more complex than that but you have the idea. take some pictures inside a theatre near you! I would for ya but I'm like super sick and screwed for finals at uni.

    Yeah that one was just a trial made of brushes. I think a cardboard cutout of a DIPRIP car would look pretty cool.

    First post updated.

  • -HP-
    • May 19, 2008 at 11:00 AM
    • #84

    Good work m8nkey!!

  • Sentura
    • May 19, 2008 at 7:51 PM
    • #85

    the outside atmosphere looks fake :\ maybe you should try with a different sky and perhaps add some dustmotes or something. also, buildings behind buildings can give a better feel.

    EDIT: i just noticed everything wasnt done. above tips still apply though!

  • m8nkey
    • May 20, 2008 at 1:20 AM
    • #86

    Thanks for the advice Sentura. I agree there's some problems with the street and it's lacking atmosphere. I'll continue to refine the 3d skybox and attempt to add some more depth.

    Hopefully the atmosphere improves once the cars, bins, phone booth and other street furniture are textured. I think building signage and billboards will also make a dramatic difference.

    Something else I'm concerned about is the difference between the look of the interior and exterior areas. I like where both are heading individually but not sure they're working well together.

  • Sentura
    • May 20, 2008 at 7:44 AM
    • #87
    Quote from m8nkey

    Something else I'm concerned about is the difference between the look of the interior and exterior areas. I like where both are heading individually but not sure they're working well together.

    yeah that might be something worth looking into. perhaps neon lights like you see on casinos in vegas and a slight colorization of the building(s). thinking of it, that might be why it looks so fake. perhaps this can help:

    [Blocked Image: http://www.visitingdc.com/images/new-york-skyline-picture.jpg]

    i'd say continue working on it, and if the end result doesnt fit, cut the outside or make a smaller outside area in a more fitting theme. sounds harsh, but at least you'll have a more coherent map that will have better immersion.

  • m8nkey
    • July 23, 2008 at 1:42 AM
    • #88

    First post updated

  • DvS
    • July 23, 2008 at 2:54 AM
    • #89

    Looks good, but you could easily optimize the UV better simply by moving the top triangle thing down to the space below it.

    Also, it would look a lot better with a reflection property. Make it shiny

    EDIT: I can see now that they are indeed reflective, but it really isn't obvious. Perhaps make the windows slightly darker to make the reflection easier to make out?

  • m8nkey
    • July 31, 2008 at 11:16 PM
    • #90
    Quote from DvS

    Looks good, but you could easily optimize the UV better simply by moving the top triangle thing down to the space below it.Also, it would look a lot better with a reflection property. Make it shiny

    EDIT: I can see now that they are indeed reflective, but it really isn't obvious. Perhaps make the windows slightly darker to make the reflection easier to make out?

    Thanks for the advice DVS. I don't know what I was thinking with that UV map. I've given each model a seperate 512x512 map and optimised the UV as you said.

    I took last week off work to concentrate on some solid mapping. Along with the 3d skybox, I also replaced ALL building window textures with 3d modelled Façades. +showbudget says the map is actually more efficient now than before (averaging below 2ms in both world rendering and static prop rendering) due to other geometry optimisation.

    I'm also trying to finalise the layout for the outdoor area. I'm extending the perimeter around the map so it doesn't look so much like you're playing in a box. As a result I need to come up with more building designs.

    I saw a thread recently where 3d Realms shutdown a Duke3d mod for Source. To avoid any potential problem I'm removing all references to Duke Nukem and changing the map name. The problem is all the cool names for a city map are already taken. The best I've come up with so far is CS_Metroplex. Any ideas?

  • Quakis
    • August 1, 2008 at 1:23 AM
    • #91
    Quote from m8nkey

    I saw a thread recently where 3d Realms shutdown a Duke3d mod for Source. To avoid any potential problem I'm removing all references to Duke Nukem and changing the map name. The problem is all the cool names for a city map are already taken. The best I've come up with so far is CS_Metroplex. Any ideas?

    This suggestion might be considered horrible, but it could have a slight Duke3D reference in the name;

    cs_metronium (Plutonium Pak) / Fullname: Metronium Holocaust (Hollywood Holocaust)

    Just play with words, find an original name that stands out from other maps.

  • m8nkey
    • August 20, 2008 at 1:49 AM
    • #92

    Updated first post. I'm currently working on billboards and building signage. kan3 is working on some custom vehicles.

  • dux
    • August 20, 2008 at 2:10 AM
    • #93

    Very good! However the last screenhot looks very empty.

  • Sentura
    • August 20, 2008 at 2:19 AM
    • #94

    the inside looks pretty good, albeit a bit clean. i agree with the dux.

  • sk3tch
    • August 21, 2008 at 2:30 AM
    • #95

    This map looks fantasmic...the interior is awesome. The only things I can suggest is add powerlines and road marks/potholes/man-hole covers, etc.

    Possible name suggestions:

    cs_nukecity

    cs_skyrisen

    cs_dukecity

    cs_...

    bah...I'm bad at this game.

    keep up the awesome work.

  • m8nkey
    • November 27, 2008 at 11:22 AM
    • #96

    Epic bump.

    Thanks for the crits Dux, Sentura. still a lot of detailing to do. things on my TODO list for those areas include used ticket overlays for the floors, brass rubish bins & stair railings and 3d cutout movie ads. I'm also thinking of implementing some sort of popcorn (maybe a detail prop). I also need to make assorted food packages etc for the cady bar.

    I think some dead cinema employees along with appropriate blood stains and damage to insinuate something bad has happened would be cool too.

    Thanks for the name ideas guys, decided to stick with Metroplex

    No new screenshots but there's been some solid progress behind the scenes. I've made a handful off new models and added a lot of additional detail to the street including vegetation, signage and billboards.

    The vegetation isn't fantastic (I'm sure I'll get some negative crits) but it's the best I could produce. I have too much other content to work on.

    I think the additional street detail has added to the player immersion and sense of scale anyway.

    I have a month off over Christmas + I'm getting a new Core i7 system which will make things a lot easier (my current Athlon regularly fails to boot and is near death).

    Basically I want to get this map out the door so I can focus on E:TCW

  • dux
    • November 27, 2008 at 11:33 AM
    • #97

    Very good. My gripe is still that it feels rather empty. Give it some life!

  • m8nkey
    • November 27, 2008 at 11:45 AM
    • #98
    Quote from dux

    Very good. My gripe is still that it feels rather empty. Give it some life!

    Edited my post to address you initial crit but you were too quick . I have 7 vehicle models waiting to be ported to source for use on the street. Combined with the advertising and vegetation it'll look much busier than those dated screens.

    My above post states my interntions for the interior areas depicted.

  • m8nkey
    • December 7, 2008 at 8:47 AM
    • #99

    First post updated.

    Yeah I know, it still looks empty. Just added a few signs and trees. Still more detailing to do outside before moving to the interior.

  • RA7
    • December 7, 2008 at 1:30 PM
    • #100

    S W E E T !!! Good work!!

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