m8nkey Posted June 16, 2007 Report Posted June 16, 2007 * Update 30 Dec 10 A playable version is now available. I have media and a download link on my site: http://www.binaryspace.info/level-design/cs_metroplex/ If you're in the Oceania region and interested in a game, it's running 24/7 on my server: 203.46.105.34:2121 This is the single public test version I'm releasing. I don't intend to spend much more time on it. I'd still appreciate feedback, particularly about gameplay bugs or exploits. Thanks to all who provided feedback through this thread. Quote
Minos Posted June 16, 2007 Report Posted June 16, 2007 I remember that map You can select multiple brushes in Hammer by clicking on the arrow tool and draggin a selection... Quote
Skjalg Posted June 16, 2007 Report Posted June 16, 2007 If you bother to learn Hammer, you'll see that its a pretty easy to use application The screens from the old cs map was a little pixelish, but i could definatly see where it was from Hope you make a kickass version for souce Quote
m8nkey Posted June 16, 2007 Author Report Posted June 16, 2007 Your right Skjalg, I certainly need to familiarise myself with Hammer, I just find Radiant's interface far more intuitive. As far as pixelation's concerned CS Server Maps used shit rez screenshots for unknown reasons. Here's an old site of mine I uploaded with better pics http://www.subjective.com.au/bsp/maps/duke2k.html Unlike that version, the only thing resembling the original will be the layout. I'll be using custome textures and props throughout the map. Quote
Vinny Testaverde Posted June 16, 2007 Report Posted June 16, 2007 Welcome to mapcore, Anyways with all computer software, whatever tool you learned on is the one you think is more intuitive and therefore you prefer... I learned 3d on 3d studio max, which is why I like that over Maya. So in general, whatever tools work best for you use them, but yea as you understand it is good to expose yourself to all software and tools. Quote
Skjalg Posted June 17, 2007 Report Posted June 17, 2007 yeah JonM is right, you just gotta have a positive attitude and not go "psh, this is much simpler in radiant", because there is a decent workflow in hammer too Quote
m8nkey Posted October 9, 2007 Author Report Posted October 9, 2007 Hazzah!!!! I've beaten my WoW addiction and returned to mapping. Still got a long way to go but I'm making steady progress and prepared to put in as much time as required to produce a good quality map. Here's where I'd say I'm at: world geometry: %80 complete textures: %10 complete lighting: %0 complete props: %0 complete 3d skybox: %0 complete sound: %0 complete I'm currently working on the outside area. The aesthetic I'm going for is modern/near futuristic with architecture influenced by some time I spent in Dubai last year. Here's an overview of the map so far and an ingame pic of the style I'm going for with the buildings. Think I may need to increase the building scale. Quote
Rick_D Posted October 10, 2007 Report Posted October 10, 2007 I can't say I'm buying the textures - I can see what you are trying to do, but windows going round corners (those textures in particular, with no supports or other architecture to make sense of it) look off, and the long windows going all the way up a building look very odd indeed. Try to break them up, make the building shapes something else than a long rectangle - or even just add something behind the two 'towers' and the short stubby window building - it'll make the whole thing look a bit more practical - at the moment it feels like a useless building (ie: couldn't serve any practical use). Even if you were going for a stylised look the textures and architecture make it seem like you're aiming for somewhere in the realm of realism. I would also be tempted to make the shapes more interesting, bevel edges or damage straight lines to make it more interesting to the eye. Quote
m8nkey Posted October 10, 2007 Author Report Posted October 10, 2007 I appreciate the feedback Rick_D. Forgot to mention the textures are just placeholders. Just roughly modelling the outside area using placeholder textures before creating my own materials. Eventually the idea I had in mind for the textures for the outside environment is concrete, steel and reflective glass. Your right, the building doesn't appear to have any practical use, something I'll definately have to work on. I'm really struggling with the outside area Quote
Sudano Posted October 10, 2007 Report Posted October 10, 2007 If you bother to learn Hammer, you'll see that its a pretty easy to use application The screens from the old cs map was a little pixelish, but i could definatly see where it was from Hope you make a kickass version for souce I came from Radiant too, I love hammer now, I am still learning it though. Quote
m8nkey Posted October 16, 2007 Author Report Posted October 16, 2007 I'm starting to get the hang of shaders and making my own textures. Here's an updated screenshot of that buiding: I'm concerntrating on modelling one building at a time, aiming for interesting architecture and buildings that look like they have a purpose. This one isn't finished yet but I'm happy with how it's coming along. Quote
Rick_D Posted October 16, 2007 Report Posted October 16, 2007 You're right, it's coming on and feels a lot more practical than the earlier version. one thing that has always helped me, and I cannot stress how important it is, are references. in the case of this building i would go on a google hunt for modern commercial buildings and sky scrapers - perhaps they could give you some ideas for the base; for example: http://www.idt.co.in/images/industrial-01-01.jpg http://www.thiessen-architects.com/data ... ngport.jpg http://thumb7.shutterstock.com/photos/d ... 2283,1.jpg http://www.statehouse-sl.org/images/com ... ken-1x.jpg http://realestate-chennai.com/DSC00058.JPG http://www.binswangerpr.com/SiteData/im ... %20012.jpg http://www.holy-spirit-led-christian.co ... urch-1.jpg http://www.singaporegodown.com.sg/Share ... ding-M.jpg http://www.craphound.com/images/sporefloater.jpg http://www.celaneseacetate.com/singapore2_acetate.jpg http://www.heptagon.fi/img_main/Singapore-Building.jpg And always remember that the real world is twice as crazy as anything you can come up with in a game, so be careful not to make your buildings too generic just to please dickheads like me who don't 'buy' a building Quote
m8nkey Posted October 18, 2007 Author Report Posted October 18, 2007 Respect Rick_D! Based the entrance to the cinema complex on the first picture you posted. I've used reference picks ever since I played around with mapping for a HL1 mod called Bushido a few years back. I've got plenty of cool design references for skyscrapers and my ability to create textures is slowly improving. One thing that may be difficult to tie into the aesthetic is smaller shops and shopfronts. I'd like to have some brand parody stores and props around the map. Also going to have parody movie posters and snack food packets in the cinema. The last few days I've been trying to find some good references for interior design but have only found a handful of pictures. Anyone know a good reference for crazy interior design? Quote
Rick_D Posted October 18, 2007 Report Posted October 18, 2007 not off the top of my head - environment textures.com has a few good 'inspiration' series of pictures Quote
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