Re: [map] Offload
Posted by RedWood on Thu Jul 30th at 12:11am 2009
The setting of this map is a old railway unloading dock. The facility has been added to repeatedly over the years and it can be seen in the architecture of the structure. The CT's start off in the most modern section and make their way to the T side to rescue the hostages keep under the stairs and in the cargo container. The has a rather wide open but compact play area. If you control the second level you control the map so a good amount of your man power should be concentrate there. It should make for a fun and dynamic chok point. Watch out for grenades and have fun.
You can see the whole map is the pics shown. I tried to keep it as small as possible while allowing lots of players comfortably. I haven't worked on it in months and, I think I only posted now out of boredom. I'll get back to it soon and finish it. Me and mapping tend to go in phases.
I haven't been posting lately and i definitely haven't been giving any feedback on peoples maps so i don't expect any feed back but, if you happen to take a look don't be afraid to leave a comment.
The Nav file is included in the rar and if you have any experience with my last released then I'll say this time i pulled the bsp from the cs:s folder (so the cubemaps are compiled).

RedWood
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Re: [map] Offload
Posted by RedWood on Thu Jul 30th at 6:10am 2009
I should have mentioned that i know the lighting is bad. Iv done about half a dozen compiles trying to the the hdr right but it hasn't gotten much better. I wouldn't say I have a lot of talent as a mapper but i know really suck at lighting. If anyone knows of a advanced hdr lighting tut I'd appreciated if u drooped me a link. (and iv already read the wiki hdr tut twice)
This is still definitely a wip but, after having it brought to my attention, even at this stage, i realize i haven't been paying enough attention to wall and floor noise. Iv just been lazy when it comes to scaling the grass but i didn't think it was noticeable on the concrete. I'll tweak it. I agree that wood floor needs a change.
When i started the map i was cringing at the thought of it becoming a crate whoring monstrosity. Having a lot of crates in this map actually works out well seeing how it an unloading dock for trains and trucks. Tell me if u think i went overboard.
I honestly wasn't trying to dig for comments. I wasn't expecting any especially considering i said i haven't been working on it lately. Im even more surprised you guys responded the same day i posted. With the pace the pit has been moving at lately i figured if was going to get any comment it would be at least three days. Thanks a ton Reaper and Aaron.
I haven't been getting any hours at work lately so i think ill work on it a little and hopefully get back to u with some better screens.

RedWood
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Re: [map] Offload
Posted by RedWood on Fri Jul 31st at 5:15am 2009
I didn't know light ents values were important. Thanks, im actually working on it right now. I'll give it a shot.

RedWood
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Re: [map] Offload
Posted by RedWood on Fri Jul 31st at 5:18pm 2009
Quoting RedWood
I didn't know light ents values were important. Thanks, im actually working on it right now. I'll give it a shot.
oops!
*...light ents hdr values...*
Aaron
I think you put the nav. file (what bots use to navigate if u didn't know)in the wrong spot. It goes in the same folder as the bsp. If you don't have a nav file for the map when you ad bots it will build one for you. You don't want to use that one ether. Nav. files need a lot of tweaking to get them working smoothly. the nav packed with the bsp is by no means a finished one but it is playable (fairly good actually).
more screens coming...

RedWood
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Re: [map] Offload
Posted by Le Chief on Sat Aug 1st at 3:20am 2009
The download didn't come with a nav file. I think you've accidentally included the vmf instead of the nav file.

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Re: [map] Offload
Posted by RedWood on Sun Aug 2nd at 9:12pm 2009
Quoting aaron_da_killa
The download didn't come with a nav file. I think you've accidentally included the vmf instead of the nav file.
I can't win!!
Well ill update it next time i post some screens. Windows 7 is problematic when it comes to compiling. Through no fault of my own hdr sometimes won't compile. I should have it today though. I have done massive updates to the lighting. Its made a world of difference. i look forward to posting them.

RedWood
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Re: [map] Offload
Posted by RedWood on Sun Aug 2nd at 10:59pm 2009
Iv updated the first screen and the map download. This time the rar includes the nav file for sure. The download is named exactly the same as the last one so just make sure to replace this one with the old one (or change the name if u really want to).
Here is the original screen and the new one so they can be compared.
http://imgur.com/bLI1j.jpg
http://imgur.com/gKiLH.jpg

RedWood
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Re: [map] Offload
Posted by RedWood on Tue Aug 4th at 8:31pm 2009
Quoting reaper47
Hmm... is there a difference? I can't find anything?

The lighting is still being adjusted but, the outside is close to where i want it to be. Plus theirs some texture changes and a few details added. Not that important but i figured i should show some progress sense people are being so helpful.

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Re: [map] Offload
Posted by RedWood on Fri Aug 7th at 8:19pm 2009
Riven:
First pic: I see what your saying. I'll have to think of something.
Second pic: I was hopeing it would go unnoticed but it didn't. I'll have to change it and put decals in it place.
Third pic: Iv been neglecting this area. Lighting is still a work in progress.
forth pic: I was hopeing no one catch it. Ill have to change it.
Fifth pic: Eah, iv been mulling that over myself. I think maybe ill make the door destructible. Ill let people shoot it out of the way if they want. as for the one leading outside iv yet to give a visual reason why it wont open.
Seventh pic: The lighting still to dark in areas of that room (like on top the stairs). And i thought i had added enough after Reaper brung it to my attention but i guess it needs more detail. I will add some more.
Eight pic: Yes! i am working on a large sky box. As for the crate, i added it in just before the last compile because that one track need some cover. im deleting it to add something different.
Ninth pic: Yes. I hate aligning textures manually. I hate it a lot! It has been on my to do list.
Tenth pic: No, i haven't optimized much at all. so fare only hints. I plan on starting that really soon.
Eleventh pic: The lighting the cargo room is far to bright, and yes to bland. Im going to add spot lights on the walls to light the paths witch will be a little to dark on their own when i have the lighting where i want it to be.
Iv been racking my brain on how to block off the ends of the map. What iv come up with is that the T's blew up the tracks and now their is a large crater. Iv yet to make the displacement.
Thanks a ton for the extensive walk through. I know how much time that takes. Much appreciated.
Arron:
As for the the T's side being to open and hard to defend... When i ran bots by themselves the end score was 125 rounds CT and 125 rounds T (Win!!!) I think when it comes to real people they will be able to storm rooms much better. I have decided that the T side need to be a little harder to over run.
It need sound, I know.
Thank you for recording demos! Im excited to watch them.
Thanks guy! Its nice to hear you guys not sugar coating your responses. Must mean the map has some real potential. Next screens shouldn't b to far away!

RedWood
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