Melawan
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Re: Melawan
Posted by Forceflow on Tue Jan 4th at 7:09pm 2005





(This thread started with a problem, which was solved by Reno.)
Now it's the official (ehum ) thread for CSS_Melawan.



:: Forceflow.be :: Nuclear Dawn developer



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Re: Melawan
Posted by ReNo on Tue Jan 4th at 7:10pm 2005


How did you reach the conclusion that the 3D skybox doesn't support displacement surfaces? As that conclusion is wrong I'd probably do a combo of buildings, walls, gates with roads through them leading out into the desert, etc...
[addsig]




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Re: Melawan
Posted by Forceflow on Tue Jan 4th at 7:12pm 2005


Lep's tut said this:

? quote:
First of all, create a few reference objects- such as a large building or two. It is sometimes a good idea to select the buildings and walls that surround your map to use as a reference too, so that anything we build does not "overlap" with what's in the level, and so you can get scales correct. DO NOT use displacement mapped surfaces as these cannot be scaled down.


I don't want them to be huge Of course, I could try and make a very small set of dunes, but I'd prefer another way.
[addsig]




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Re: Melawan
Posted by Nickelplate on Tue Jan 4th at 7:20pm 2005


you can scale them down! in the displacemnt surface properties set the SCALE tag to 16 like the rest of your skybox! [addsig]



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Re: Melawan
Posted by Forceflow on Tue Jan 4th at 7:24pm 2005


Ooh, thanks a lot. I'm going to try that.

And some gates would be cool too, thanks Reno.

Now just ignore this thread until I can release this one (at my tempo: another twenty years. And I'm only 17. :-( )

[addsig]




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Re: Melawan
Posted by Captain P on Wed Jan 5th at 12:50am 2005


Is it time yet, Mr. Forceflow?

Anyway, dismaps are quite versatile for me. You can even translate them (or however that sort of brush manipulating is called).

As for the skybox, does some sort of canyon with instant-death falling damage to prevent players from wandering off too far fit in your map?
[addsig]




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Re: Melawan
Posted by Nickelplate on Wed Jan 5th at 9:14pm 2005


You should probably put walls around the map in a ROUNDED, FREEFORM SHAPE. Then to brak up the "wall repetition" make part of the wall fallen in and crumbling. make it so you can see out into the desert hills which will be your 3d-skybox-camera-box thing(just eye candy) then just make it impossible to get out there by using a clip brush. Is this making sense? Put walls and a road going past the main part of the map with a gate on either end of the road, that will break up the walls a bit on either side, then just find some interesting things to do with the rest of it. [addsig]



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Re: Melawan
Posted by Forceflow on Thu Jan 6th at 11:29am 2005


It does make sense, Nickelplate. I took a screenshot that shows an overview on how the map edges look now.

If I have things right, this should work: I place a camera entity at my origin, and copy this entity with the edges of my map (the walls you see now, for example)

I place this group - scaled down to 1/16 or something in a small skybox outside of my actual map. Then, I surround these smaller walls by displacement surfaces and perhaps some buildings. Then I delete the outer walls I copied into my smaller skybox, and the original camera entity.

So this should work ?
[addsig]




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Re: Melawan
Posted by Nickelplate on Thu Jan 6th at 3:15pm 2005


from what i gather from what you're saying, it should work perfectly. Now you just need to make your walls detailed and fun. Which i am sure you'll be able to do. I can't wait to play this one. Is this your contest submission? [addsig]



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Re: Melawan
Posted by ReNo on Thu Jan 6th at 3:25pm 2005


Errr, its for CS:S foo
[addsig]




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Re: Melawan
Posted by Nickelplate on Thu Jan 6th at 3:50pm 2005


dammit! shudup. I knew that.... Shudup! you're a foo.... butt...man...

oy...

[addsig]




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Re: Melawan
Posted by Forceflow on Thu Jan 6th at 4:11pm 2005


It's indeed, for CS:S, and even if it was allowed to send in CS:S maps, I wouldn't have a chance.

I might release a HL:DM version too, because in fact, I'm just making a Counterstrike Deathmatch map. (like "dlroweci_yf" - horresco referens, but waay better than just 4 ugly blocks and a s**tload of weapons.) It could work in HL:DM mode too, but I'll have to redo some architecture for some good weapon placement.

Anyway, first this one to finish.

And Reno, I was indeed wrong. The 3d skybox does support displacement surfaces.


[addsig]




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Re: Melawan
Posted by Forceflow on Fri May 6th at 2:16pm 2005


Shakes the dust off

Woojay ! Updates !
I've been off mapping for a while (work, ...)
and due to the snarkpit hosting problems and the slow connection to the pit (every page needs 5-6 seconds to load ... ) I haven't been here for a time.

Anyway, here are the new screens. You other source-mappers on the pit will be way ahead of me concerning techniques & tricks, but hey ... I'm just a lazy mapper. Links to full screenshots (these have been resized):

http://www.snarkpit.net/pits/forceflow/fy_source0027.jpg
http://www.snarkpit.net/pits/forceflow/fy_source0028.jpg
http://www.snarkpit.net/pits/forceflow/fy_source0029.jpg






[addsig]




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Re: Melawan
Posted by Forceflow on Tue Sep 6th at 1:33pm 2005


Update time. The first shot is a new one, I'm planning on doing a market-kind of thing for the CT spawn. (Skybox will be changed ... it's too happy.)

image



:: Forceflow.be :: Nuclear Dawn developer



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Re: Melawan
Posted by Captain P on Tue Sep 6th at 5:09pm 2005


Looks ok I think, but overall too similar in color and lighting. Adding some middle-east tapestry(? - tapijten), perhaps old and dusted and broken, would be good I think. If you can find an alpha-blending sand texture for your dismaps, that would be good too. It's too similar right now.

What's it going to be? A ruined middle-east village, or more of an old capital/palace thing?






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Re: Melawan
Posted by Forceflow on Tue Sep 6th at 5:44pm 2005


Some kind of ruined middle-east temple complex.
It looks a bit repetitive now, I know. I'll be adding props (not too much) and details (like "tapijten") when the architecture is done.



:: Forceflow.be :: Nuclear Dawn developer



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Re: Melawan
Posted by Captain P on Tue Sep 6th at 6:19pm 2005


Ah, ok. First working on the layout seems to work better for me, too.

If it's a temple complex, then that car and a market seem a little out of place to me, unless you're adding a village part to it. If not, a digging site might be nice. <img src=" SRC="images/smiles/icon_smile.gif">

Keep it up. <img src=" SRC="images/smiles/icon_smile.gif">






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Re: Melawan
Posted by Forceflow on Wed Sep 7th at 11:12pm 2005


Here's a new shot of the part I'm doing right now:

image

The lighting isn't right yet, that's because of the left building - which should transform into a shop once I'm ready with it) is still roofless.



:: Forceflow.be :: Nuclear Dawn developer



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Re: Melawan
Posted by Crono on Wed Sep 7th at 11:14pm 2005


All I can say is don't be afraid to up the brush count a bit. Especially with cylinders. Unless the excuse you'd use is that you don't want to work with more edges.


Blame it on Microsoft, God does.



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Re: Melawan
Posted by Trapt on Thu Sep 8th at 7:14am 2005


It's alright, but it really needs better lighting and a skybox.

And as Crono said, a little roundness would look nice.



I seem to have done toilet on your floor




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