[map] CSS Nuketown DEMO
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Re: [map] CSS Nuketown DEMO
Posted by Captain Terror on Tue Jun 14th at 12:39am 2011


This is a a discussion topic for the map "CSS Nuketown DEMO" by Captain Terror which can be found here Map description: This game is based a map called Nuketown, from Call of Duty: Black Ops on 360. If you never played the game, some things like carepackages are NOT going to make sense to you. Just please read the comments/readme before asking what the ammo crates are for! THANK YOU.
= )[/b]
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INTRO
I decided to make this map after watching my friends play COD BLOPS. It's made almost entirely from google images, since I DO NOT own the game myself(I DID play it during the free BLOPS weekend preview on steam recently!). =P

If nothing else, this was an AMAZING learning experience in my introduction/transition to Source mapping.

The map is set up as an AIM, with AKs on the T side and Colts on the CT side, and would probably be most fun played as CSSTDM, but i'm willing to port to whatever.

Thanks for checking this out! = )

FULL README
(best viewed in notepad)
***

NOTE
If you'd like to put this map on a server, i'm willing to make ANY CHANGES to the map to suit your needs, and/or PORT to whatever gametype you would like.
***

CONTACT
Gmail: captain0terror@gmail.com
Steam: captain0terror@gmail.com
Send PM
*** Map screenshots: Screenshots for: Nuketown DEMO [CSS/HL2DM]




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Re: [map] CSS Nuketown DEMO
Posted by Riven on Tue Jun 14th at 10:35pm 2011


I had a chance to run around this one, and I think it holds a bit of merit. That is to say, I liked it, but it's really chunky. The space feels right, and I really like the cool care package features built into it (not to mention the custom content packed with it). But since it stands up for comparison, I must admit, there is another CSS version of this map I prefer. In fact it's already linked on the Pit:

http://www.snarkpit.net/index.php?s=maps&map=3403

Now I understand this one is still in Beta, so here are the changes I would make:

HDR: I like the HDR and the bloom it provides, but my goodness it feels a bit overdone in this map. I think it should still be a bit blinding, but I would tone it down just a little bit because it becomes somewhat distracting when peeking your head out around the corner, you have to wait to see what you're looking at and then you get shot.

Blockyness: The rooms are really large; the props placed inside them seem really out of place. I like the outside structures, I think they fit, but the rooms of the actual houses just feel really big. Did you use the 'dev_' textures to scale things first?

Gameplay:Is this considered an AIM map? I mean you include the weapons, but you can still buy? I really like the map btw, that always makes the map feel a lot more professionally done.

It's a fine map, but the chunkyness of things really is distracting to me. I like my maps to feel well proportioned, otherwise they feel like game arenas and nothing more. And by 'well proportioned' I mean, feel realistic. The map doesn't feel realistic enough in translation between the materials and their use. That's not a crit on the original Nuketown in COD: BO, but in the way you tried to mimic it in this Source port of it. It just feels somewhat blocky and not to scale.

Nevertheless, I didn't get to play with anyone yet, but it feels like a fun map, and just like the original, I wouldn't change anything about the setting or layout. Just a little farther and I could consider this map 4 stars or even 5.

Thanks for posting! smiley






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Re: [map] CSS Nuketown DEMO
Posted by Captain Terror on Wed Jun 15th at 8:00pm 2011


ha thanks for the comments!

scale/chunk-ness
I agree about the "chunkyness" of the map. Everything is a little too big and tall. this has bugged me about the map since the beginning, but by the time i noticed it i already had a lot of work into it.

props
the props were done very quickly without a lot of time and thought put in. The small detailing is usually my favourite part of the map, but it was neglected on this. Look forward to some updates in that area next version, where i will be building many of my own props, which should fit better.

gametype
I could easily delete the buyzones but i haven't really settled on what kinda gametype it should be, and i haven't got much feedback from people in this area AT ALL. What do you think it would be best played at?

Also btw, i've added the spawns/weapons for hl2dm and hl2tdm, but the map crashes HL Deathmatch when i try to load the map, even with everything packBSP'd. =(

dev_nuketown17
I never knew about this version i will check it out immediately! there are a lot of nice elements about the map and it gives me a lot of ideas to improve my version of the map. (i see what you mean now by "chunky" comaparing his, say window sills on the yellow hose to mine: mine are huge!)

Thanks much for the comments and critique! There are many nice/new things being added for the full version of the map if i ever managed to realease, namely fresh textures, updated models, and improvement of the presentation and delivery of the carepackages.

=)






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Re: [map] CSS Nuketown DEMO
Posted by Riven on Thu Jun 16th at 5:54pm 2011


My pleasure!

Regarding gametype, I'd have to say keep the buyzones, and get rid of the aim_ weapons. My reasoning behind that, is that's a closer model to COD than the weapons sitting there to be picked up. In COD, you have classes, and custom loadouts to pick from that make the game different. In Counter-Strike, you practically have the same thing, but with a cooler incentive of the money mechanic. Same effect, different concept. It works and in part what makes Counter-Strike such a fantastic game. I say stick with the buy zones only.

I don't know if I ever heard of a map that can both work in CSS and HL2dm. I think you'll just have to make a different version to operate for the game you wish to use. Just a technical thing really.

In respect to the props and chunkyness, I definitely encourage you use the orange dev textures included in Source. Coat all your buildings with these first (search 'dev' in the texture filter box in Hammer). 128 is the height of an average (I'd say 10' room) in source. There's a discrepancy somewhere in there, (it feels like a 7' room, but that's besides the point). It's a standard by which all the included wall textures are set by. Once you've applied and aligned those, work on simply fitting your building to those dimensions. Make sure your floor plate fits above it, and your rooms don't sit at more than 194 units tall (1-1/2 of dev texture height). At least not a bedroom. This will put you on the track to making this look a lot more pro than anything else I believe. Having a good sense of scale is not an easy thing to do!

I can't wait to see the next version! smiley






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Re: [map] CSS Nuketown DEMO
Posted by Captain Terror on Thu Jun 16th at 7:41pm 2011


Ya, scale has always been a problem for me; I aways build things WAY too big. PLUS, those houses need to be rebuilt anyway. They were the first things i built, so consequently they are worst in terms of brush efficiency.

I feel like i have a pretty good sense of proportion though.

This one time i made a map of my friends building(a big old retail space, 47K sqft) just from memory, and the buildings perimeter dimensions were only off by a under a foot in either direction in hammer feet/inches. I mean, i know hammer units don't relate directly to real units, but i still thought it was cool. =)

thanks again for the tips and encouragement. =)




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Re: [map] CSS Nuketown DEMO
Posted by Skals on Sun Jun 19th at 11:44am 2011


Great map Captain Terror, You put tons of work into this map, from textures to models and more, it looks almost exactly like the original too, great replica of the black ops map.



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Re: [map] CSS Nuketown DEMO
Posted by Captain Terror on Thu Jun 30th at 1:46pm 2011


Thanks Skals that is very flattering!



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Re: [map] CSS Nuketown DEMO
Posted by Oskar Potatis on Sat Mar 19th at 9:04pm 2022


New download address: https://twhl.info/vault/view/5640




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