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  3. OrnateBaboon

Posts by OrnateBaboon

  • warby presents: de_wanda 100% custom map for cs-source

    • OrnateBaboon
    • June 25, 2006 at 2:12 PM

    Love the textures (especially the red/blue stone one in the last pic) and the general theme and feel of the map. Seems a touch too bright for me, but this might just be because of the screenies. I know HDR often looks a lot more subtle in game.

    Constructive crits:

    Not getting the feeling of it being a real place yet. I think part of the reason for this is the water that runs through the level. This feature feels like something that is placed in the map for coolness, rather than plausibility. Because the textures look so realistic, I would expect to see a matching environment. Still, the water does give the map a unique feel, and maybe it will not be an issue when the rest of the details have been added.

    The building with the red roof in the first pic looks a bit too small in comparison to the windows. To me, it feels as though the building should be a lot larger. It has the look and feel of a mansion (like in de_chateau), but not the size. Possibly use the style of this building to detail a larger section elsewhere in the map?

    I think it could be good to add some separation between the buildings, along with some inaccessible eye candy. At the moment the buildings are butted together, and stacked on top of each other. This kind of detracts from the impression of the map being a smaller part of a larger world. Possibly add walls/fences instead of buildings where possible, and add a detailed 3d skybox rolling into the distance?

    Looking forward to this though. Was a big fan of de_bahrain in the 1.6 days. Had lots of fun on it

  • Dods Mortar Crates model NEW! : download link inside

    • OrnateBaboon
    • June 23, 2006 at 12:58 PM

    Excellent! Just what is needed, some custom DOD content. Anyone got any pics or a link of Jakes map?

  • CS Source: de_tropea

    • OrnateBaboon
    • June 21, 2006 at 4:02 PM

    Thanks for the help and comments guys.

    Did the dx level thing, and stuff can now be moved around in Hammer. Phew! Still can't build cubemeps or run HDR. Church and tower in background will eventually look like the reference pictures.

    [Blocked Image: http://www.skybex.com/de_tropea54.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea55.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea56.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea57.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea58.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea59.jpg]

    [Blocked Image: http://www.skybex.com/church-2.jpg]

    [Blocked Image: http://www.skybex.com/20050718123650_7.%20italian%20church.jpg]

  • CS Source: de_tropea

    • OrnateBaboon
    • June 10, 2006 at 1:46 AM

    For a lot of people, hammer is completely messed up. Models stretched/not appearing where they should, lots of crashes, and maps not compiling. Opening of a map often results in the HL2exe error. Cubemaps can't run, and the console does not recognise the HDR commands. Very annoying. Link about it here.

    http://www.hl2world.com/bbs/hooray-valv ... 44616.html

  • CS Source: de_tropea

    • OrnateBaboon
    • June 9, 2006 at 9:00 PM

    Not really been able to do much on this in the past two weeks due to the errors thrown up in the last update. Can't build cubemaps, and HDR is not working. Flags flap in the wind, and the curved stuff has been modelled courtesy of Skybex. Flags will eventually face the same way. Shape of the building needs a lot of work, but I will sort this out once Valve give us a fix.

    [Blocked Image: http://www.skybex.com/de_tropea52.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea53.jpg]

  • de_static *RC VERSION DL* - updated 16/02

    • OrnateBaboon
    • June 8, 2006 at 2:58 PM

    Grrr! Hammer still not working since the update. Might as well do something useful. Still not managed to find the map on a server with humans yet, so I will just post a few things based on what I can see with a run through.

    I would say that a bit more sign posting of the bombsites would be a worthwhile addition. I know on most custom maps, people seem to get lost a lot, especially when it comes to finding the sites. Site A is in the open, so is not such a big problem, and generally, players woulld feel led there anyway. Because site B is inside, I could imagine people having a bit of trouble locating it in their first few rounds. Nothing some well placed decals can't solve of course.

    Regarding the balance, I would say that the map would favour the CT's, though by how much, I don't know. Reason I say this is becasue a few of the lines of site are quite long, and the CT's can look down them with a double scoped sniper gun from reasonably safe positions. A full CT team with snipers might be able to hold off a T team with pistols so well, that a similar situation to that found on de_aztec might occur. T's holding near and around the spawn, hoping to pick off rushing CT's. Good thing though is that if this is found to be a problem, the level is open enough to add cover, rather than rebuilding sections. Be good to test the map with a bunch of people wo are good with the AWP or the auto sniper I suppose.

    Some of the rocks in the T spawn area look as though they can be climbed over, but are then clipped I think. Maybe adding in some more trees to make it clear to the player that s/he can't get past would be a good way of letting them know this. Small issue I know.

    The broken fence at site A can be a bit awkward to jump over, especially from the inside, when it can take several attempts. Perhaps make the jump easier, or even remove the fence completely?

    Inside the compound, there are concrete structures with a tree placed in the middle. There a lots of leaves neatly placed on the grass/soil, but none spread around the area. Maybe scatter a few leave decals around so that there is not such a prepared look?

    Inside the buildng with the skylight windows, maybe it could be good to add pipes beneath the floor with a mesh covering. Also cut out a few squares on the tiles to give a more used feel? The area looks like a storage/vehicle type of room, so possibly add more props that would be expected to be in a place like this.

    Agree with Defrags points as well.

    Bugs I have found:

    The radar dish at site B pops into view when approached from the T spawn area.

    The metal girders up against the wall near the B bombsite can trap players.

    The fences have not been clipped, meaning that players can get caught slightly.

    Some of the grass displacements near the T spawn are pulled into each other, and the shadows can be seen.

    Otherwise, top stuff. Just need to find a server with it, and a load of humans. Would have posted pics of the issues, but since the last update, any pics taken come out a garbled mess on my PC.

  • de_static *RC VERSION DL* - updated 16/02

    • OrnateBaboon
    • June 6, 2006 at 4:31 PM

    Any servers playing this yet? Would be good to get on one to properly provide feedback. A good place to pimp it is here:

    http://www.thegamerplanet.com/forums/fo ... .php?f=104

    Bunch of serious gamers, and nice chaps in general. Will no doubt provide constructive criticism.

  • de_vegas - Cadaver

    • OrnateBaboon
    • June 6, 2006 at 12:36 PM

    Would be good to know for sure that Valve or Turtle Rock are not making de_vegas, just so you don't spend lots of time on a remake, only for it to then be released officially.

    I don't thjink they are redoing it, the next CS map is supposed to be a building site theme. Maybe someone at Valve can be contacted to find out if a remake is in the pipeline, and to see if anyone there has Cadavers contact details.

  • WIP in WIP, post your level screenshots!

    • OrnateBaboon
    • June 6, 2006 at 12:27 PM

    IR - so, so looking forward to this map. Recently started playing DOD for the first time ever, and while I think it is an absolutely amazing game, there is a definite shortage of maps. The community really seem to be appreciative of custom maps as well.

  • de_static *RC VERSION DL* - updated 16/02

    • OrnateBaboon
    • June 6, 2006 at 12:24 PM

    Just noticed there is a download link added! Will have a look soon and provide feedback. From the pics, this now looks like the only way to add the tree shadows. To use any other way would just be inferior.

  • CSS: de_coldshell - very early stages.

    • OrnateBaboon
    • May 27, 2006 at 1:37 PM

    Visually, the map isn't saying much at all at all. About a week has went into it, but just needed to add some detail to give people an idea of the theme. Only concerned about the layout at the moment. Still working on Tropea, just need a little break from it. Map has been properly sealed, so I need to go round all the areas, and make them more believable, and unique.

    Some map testing will be most appreciated

    KoKo5oVaR - download link is there.

  • CSS: de_coldshell - very early stages.

    • OrnateBaboon
    • May 27, 2006 at 2:04 AM

    Map I am making with Skybex. Looking for feedback on the layout. Not much work has went into it yet, so it looks extremely rough overall. In many places there is no detail at all. Also, since the last update, it is impossible to build cubemaps. Grrr!

    Only thing we are concened with at the moment is the layout. Fair bit of roof jumping and two tier gameplay, so it would be good to get peoples views on this before continuing with it. Is a massive remake of a CZ map we made that had layout/bombsite/cover/balance issues. Appreciate peoples opinions on the layout and the balance. Download available below.

    [Blocked Image: http://www.skybex.com/de_coldshell_layouttest1.jpg]

    [Blocked Image: http://www.skybex.com/de_coldshell_layouttest2.jpg]

    [Blocked Image: http://www.skybex.com/de_coldshell_layouttest3.jpg]

    http://www.skybex.com/de_coldshell_layouttest.rar

  • CS Source: de_tropea

    • OrnateBaboon
    • May 5, 2006 at 10:29 AM

    Thanks for the useful feedback.

    Ferret, I would agree with that. I need to fiddle a bit more with the tone settings. I prefer subtle HDR over the really heavy stuff.

    James - Agree with this too. After I manage to get the map put together properly, I will focus on the smaller details. With the roofs, I will displace them, add overlays, ariels and the like. Just that some buildings will be going into the 3d skybox, and some stuff will be turned into a model, so I will hold off of doing the smaller details until I know exactly what I will be doing with each building. I want to get a beta together first, have some playtests. After this, I will detail the map properly.

  • CS Source: de_tropea

    • OrnateBaboon
    • May 4, 2006 at 9:41 PM

    Thanks for the comments.

    JamesL HDR is enabled. Yay! Need to work on the settings, and the ordinary lights a lot though.

    Mazy - Yeah, the buildings and the floors are quite bland in places. I will sort this out after I release a beta.

    RA7 - I will be doing the sky properly some point soon, so hopefully, a beta is not that far off. I will leave the details and stuff unil afterwards.

    Some pics of HDR.

    [Blocked Image: http://www.skybex.com/de_tropea46.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea47.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea48.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea49.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea50.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea51.jpg]

  • hdn_resident | 100% custom | still wip

    • OrnateBaboon
    • May 4, 2006 at 5:52 PM

    Looking good. Spookiest environments I have found are in the Project Zero/Crimson butterfly series. Anyone making an eerie type of map would do well to check the series out for inspiration.

  • Studio 1

    • OrnateBaboon
    • May 4, 2006 at 5:35 PM

    I am really eager to see what is turned out at the end of the project. So far, the progress looks brilliant. I love the curved sections and the bridge in particular. The buildings seem to fit together very well, and all have a unique look about them. Signs are that this is going to be one hot map

  • Random maps of the net

    • OrnateBaboon
    • April 28, 2006 at 12:21 PM

    de_karachi. When I first knew about mapping, I started to look for custom maps. This blew me away. Not only looks great, but is very, very playable. Varied and atmospheric. I dream of a source version.

    http://csm2.net/view_map.php?map_id=821

    Also de_bahrain, which is the only map I have played that has 3 bomb spots that actually work. Brilliant use of wav's.

    http://csm2.net/view_map.php?map_id=692

  • Tmp_Lodge *about time update*

    • OrnateBaboon
    • April 20, 2006 at 3:08 PM

    Heh! Just that the map has a kind of crack den feel to it. I imagine crack pipes, ash trays, dead bodies (like the one in the bath), weed plants, razor blades, needles and all the rest of the stuff that might acompany such a place. Similar to what Friechamp said about a run down apartment in a big city type thing.

    Maybe I am looking too much into it

  • Tmp_Lodge *about time update*

    • OrnateBaboon
    • April 20, 2006 at 11:15 AM

    lol! yes its probably best to leave the pornos out. I was thinking more Metal Gear Solid style where you throw the magazine on the floor, and the guards take a keen interest in it. Would be fun to shoot someone because their attention was taken by a magazine of some sort.

  • CS Source: de_tropea

    • OrnateBaboon
    • April 20, 2006 at 11:10 AM

    Will definitely add HDR. I will do it nearer the end of the map as well. Need to look at the tutorials on how to make a skybox from scratch though. I added flying seagulls to the map, but they look a bit lame at the moment. Will need to work on this too.

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