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  3. cdxx

Posts by cdxx

  • de_dam_facility beta 2 Video -=updated map overview pic=-

    • cdxx
    • December 15, 2005 at 9:52 PM

    word. thx for checking it out. I'll post the link to the map when beta2 is ready (hopefully within the next week or 2) I should take a sick day soon ;)

  • de_dam_facility beta 2 Video -=updated map overview pic=-

    • cdxx
    • December 15, 2005 at 9:45 PM

    35 mb srry

  • de_dam_facility beta 2 Video -=updated map overview pic=-

    • cdxx
    • December 15, 2005 at 9:34 PM

    Just posted a vid of some new areas I've reworked in my de_dam_facility (previously known as de_dam) map. Check it out if ya want. There's still plenty to finish before I release the beta2 but it's really coming along.

    http://www.sourceprefabs.com/upload/for ... _beta2.wmv

    no cubemaps have been placed as well as the skybox.

  • [Release] De_Dam Beta 1a

    • cdxx
    • November 5, 2005 at 10:57 PM
    Quote from RD

    You dont have to be THAT careful with source do you?

    Maybe you do. Although the inside areas are pretty smooth in regards to FPS. I just got done with a 20 person playtest and it was a lot of fun. The outside areas lagged like hell though so I gotta learn how to optimize that area. I don't know how Valve does it. Anyways back to the drawing board...I gotta figure this out.

  • [Release] De_Dam Beta 1a

    • cdxx
    • November 4, 2005 at 10:17 PM
    Quote from Argyll

    There already was a de_dam for CS

    and? I knew of another dam map but I felt like making a different one. I thought the other dam map was for 1.6 and not source.

  • [Release] De_Dam Beta 1a

    • cdxx
    • November 4, 2005 at 7:37 PM

    i understand now. noted. I'll see if i can improve that in the next version. Thx for the heads up.

  • [Release] De_Dam Beta 1a

    • cdxx
    • November 4, 2005 at 7:18 PM
    Quote from Swifty-

    Well umm, it's ok but i'd like to see some more trimming with textures or brushes. Also it feels a little overscaled to me

    I have to make sure the textures are all line up properly, I know of a few places that need fixing (i'll fix for beta 2). As far a trimming I'm not sure if I understand. can you give me some examples to help me.

    as far as scaling goes I'm not very sure if I can fix that this late in the stage. what are others feelings in regards to the scale?

  • [Release] De_Dam Beta 1a

    • cdxx
    • November 4, 2005 at 3:57 PM
    Quote from DelaZ

    Cool, but where is the dam?

    it's there. just not in any of those screens though.

  • [Release] De_Dam Beta 1a

    • cdxx
    • November 4, 2005 at 7:13 AM

    hey everyone, I've released the de_dam map I've been working on. It's still beta so I know there are many tnings that still to be fixed (and finished) Check the read me file in the zip for more info.

    Also keep in mind that this is my first real map. I've only been mapping for 11 months so please give me a reach around when critiquing it.

    PICS:

    http://www.sourceprefabs.com/ftp/joe/DamPics/beta1a/

    DOWNLOAD:

    http://sourceprefabs.com/modules.php?op ... it&lid=184

  • [WIP] de_dam UPDATED 6-10-05

    • cdxx
    • June 10, 2005 at 6:49 PM
    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/

  • [WIP] de_dam UPDATED 6-10-05

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

    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.

  • [WIP] de_dam UPDATED 6-10-05

    • cdxx
    • May 22, 2005 at 6:14 PM
    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 ?

  • [WIP] de_dam UPDATED 6-10-05

    • cdxx
    • May 22, 2005 at 11:13 AM

    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.

  • [WIP] de_dam UPDATED 6-10-05

    • cdxx
    • May 18, 2005 at 8:26 PM

    great feedback BlueCoatKarma thx. I'll work on those things and post the screens when I'm done. Still have tons to do....

    thx again

  • [WIP] de_dam UPDATED 6-10-05

    • cdxx
    • May 17, 2005 at 11:56 PM

    yo, soz about the 404's, I switch hosts and didn't move everything over. They should be working again. I also made some updates. Again this is only about 50% done as I have a bunch more stuff to add. I just wanted to post some progress pics. Check em out.

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

    l8

  • Best. Video. Ever.

    • cdxx
    • April 19, 2005 at 10:08 PM

    i feel like i lost 5 IQ points a piece for watching both of those all the way through. Dammit.

  • [WIP] de_dam UPDATED 6-10-05

    • cdxx
    • April 19, 2005 at 3:59 AM
    Quote from Minotauro

    About the sky/lighting: Just lower the intensity of the env light and change the color to a dark orange (the darker the less orange it will be)

    Wet look: yeah add some water spots here and there. Add some water dripping from the ceiling on that hallway that goes through the dam and things like that. Dont forget to make things rusty at these wet areas.

    I think you can do the water spots with overlays but Im not sure about that.

    what color should I make the env_sun? I was one of reading 3d Mike's lighting tut's and he mentioned making it a lightish blue color. Please advise what the best color is to use?

    Also what's the rule of thumb for ambient light? Right now I understand it to be how light it is in the shadows, is that sorta correct?

    thx for the help in advance.

  • [WIP] de_dam UPDATED 6-10-05

    • cdxx
    • April 18, 2005 at 11:00 PM
    Quote from Minotauro

    Looks like a nice start considering that you've been map for so little time. I didnt read the other replies but here are my tips:* Make the lighting darker and dramatic, you can make a map look really special with just getting the right lighting

    * Get another skybox

    * The dam walls need more work and attention. Make then curvy like in tarky's map

    * Give the map a wet looking since its set on the base of the dam

    thanks, I will play around with the skyboxs and see if I can find a more appropriate one. I kinda wanted it to take place durring a sunset. (such a romatic time for a bloodbath huh?) but maybe this should take place mid afternoon or so. I was hoping people would be able to hide in the shadows the building cast onto the sniper ally.

    I will have to look up tarky's map. I looked up tons of ref pics and decided to combine serveral styles of dams in which this was born... I'll toy around with it.

    I'm not sure how I'll give it a wet look. are there any overlays that have shinny looking water spots I can use? how would I best accomplish this?

    thanks for your help. As stated, it's far from being done. I want to make sure I've looked at this from all the angles.

    peace

  • [WIP] de_dam UPDATED 6-10-05

    • cdxx
    • April 18, 2005 at 10:47 PM
    Quote from sk3tch

    ...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.

    how should I be scaling it down?

  • [WIP] de_dam UPDATED 6-10-05

    • cdxx
    • April 18, 2005 at 9:20 PM
    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.

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