I started it today with a paper layout and I already have done about 10% of the map in physical form! So far, Source seems to be able to handle more detail (which is more fun of course, considering I've mapped a lot for HL1 -_-)
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Re: cs_metropolis
Posted by Dash on Fri Mar 11th at 4:01am 2005
Posted by Dash on Fri Mar 11th at 4:01am 2005
So here's my other map project that's coming along with de_archeo2 
I started it today with a paper layout and I already have done about 10% of the map in physical form! So far, Source seems to be able to handle more detail (which is more fun of course, considering I've mapped a lot for HL1 -_-)
I started it today with a paper layout and I already have done about 10% of the map in physical form! So far, Source seems to be able to handle more detail (which is more fun of course, considering I've mapped a lot for HL1 -_-)
Re: cs_metropolis
Posted by Dash on Sat Mar 12th at 2:06am 2005
Posted by Dash on Sat Mar 12th at 2:06am 2005
I finished the main street and also have added the Museum of modern arts of the neighborhood. Screenshots will be coming soon!
The museum is where most of the action will take place. It has 3 access points, a backdoor, breakable windows that let you in the spiral staircase room and the main blown open door, complete with bodies of victims of the Terrorist attack and modern art sculptures and paintings!
The second floor has a balcony that will link the museam to the rest of the city's strategic sniper points and will have 2 of the 4 hostages present. The other 2 hostages are in the parking lot. One in the hut, and another one accross the street.
Out of 16 available spawns for terrorists (16v16 max map), 8 will spawn in the garbage tank area, 4 in the museum and 4 others in the parking lot.
The museum is where most of the action will take place. It has 3 access points, a backdoor, breakable windows that let you in the spiral staircase room and the main blown open door, complete with bodies of victims of the Terrorist attack and modern art sculptures and paintings!
The second floor has a balcony that will link the museam to the rest of the city's strategic sniper points and will have 2 of the 4 hostages present. The other 2 hostages are in the parking lot. One in the hut, and another one accross the street.
Out of 16 available spawns for terrorists (16v16 max map), 8 will spawn in the garbage tank area, 4 in the museum and 4 others in the parking lot.
Re: cs_metropolis
Posted by Dash on Sat Mar 12th at 10:29am 2005
Posted by Dash on Sat Mar 12th at 10:29am 2005
Updated the screenshots 
I'd really like some comments
I'd really like some comments
Re: cs_metropolis
Posted by Gwil on Sat Mar 12th at 10:43am 2005

Gwil
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Posted by Gwil on Sat Mar 12th at 10:43am 2005
The brick building looks a little odd/plain. Can't pinpoint what,
mainly the lack of good windows. Try raising it off the ground a
little and away from the kerb, surrounded by a concrete trim enclosing
some displacement surfaces, grass for instance.
There isn't really much to comment on yet, squire! The damaged building prop looks weird too, even if terrorists have moved in. Perhaps just make the building out of brushes and add some more realistic damage that doesn't look like it was done by striders and gunships
Cars through walls, RPG blasts etc.
[addsig]
There isn't really much to comment on yet, squire! The damaged building prop looks weird too, even if terrorists have moved in. Perhaps just make the building out of brushes and add some more realistic damage that doesn't look like it was done by striders and gunships
Cars through walls, RPG blasts etc.
[addsig]
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Registered: Oct 13th 2001
Location: Derbyshire, UK

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Re: cs_metropolis
Posted by Trapt on Sat Mar 12th at 11:16am 2005
Posted by Trapt on Sat Mar 12th at 11:16am 2005
I tend to agree with Gwil about that brick building: there is something odd about it, and I can't quite put my finger on it. Perhaps it is the odd shape, or, as previously mentioned, the lack of good windows. Or the fact that it seems to be all one texture: try mixing it up a bit.
The grassy areas do need to be displaced for realism purposes.
Also, I'm starting to wonder whether the maps layout will work or not: it seems a bit lacking at the moment.
The 2nd screen seems to look like a bit of a boring area, I feel that something needs to be added... not sure exactly what, but something.
I also feel the fire is out of place, and it doesn't really look good or make sense where it is.
But the map as a whole looking quite decent. I'm interested to see how it looks in the next update.
[addsig]
The grassy areas do need to be displaced for realism purposes.
Also, I'm starting to wonder whether the maps layout will work or not: it seems a bit lacking at the moment.
The 2nd screen seems to look like a bit of a boring area, I feel that something needs to be added... not sure exactly what, but something.
I also feel the fire is out of place, and it doesn't really look good or make sense where it is.
But the map as a whole looking quite decent. I'm interested to see how it looks in the next update.
Re: cs_metropolis
Posted by Dash on Sat Mar 12th at 7:20pm 2005
Posted by Dash on Sat Mar 12th at 7:20pm 2005
Hmm, the grassy areas -are- displaced, I guess it just doesn't show in
the map (as they're quite subtle, we are in a city environment)
I agree with the Museum being a bit bland with that one texture. I already started adding outside columns and borders to the windows. I'll post some new screenshots tonight
I've also wondered if it would be better to put it at night, or leave it at day. I've seen many 'city' maps, but they were all set in a night environment, I guess it's easier to hide boring spots at night
I agree with the Museum being a bit bland with that one texture. I already started adding outside columns and borders to the windows. I'll post some new screenshots tonight
I've also wondered if it would be better to put it at night, or leave it at day. I've seen many 'city' maps, but they were all set in a night environment, I guess it's easier to hide boring spots at night
Re: cs_metropolis
Posted by Dash on Sat Mar 12th at 11:18pm 2005
Posted by Dash on Sat Mar 12th at 11:18pm 2005
I'm very happy of how the new Museum came out. I also modified the fire
a bit and I'm not quite sure about working on the burnt down building,
I guess I'll leave that for later when the layout is done 
So... please comment
The first 2 screenshots are how it looks NOW, and the third one is a "before" screenshot 
So... please comment
Re: cs_metropolis
Posted by French Toast on Sat Mar 12th at 11:38pm 2005

French Toast
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Posted by French Toast on Sat Mar 12th at 11:38pm 2005
In reference to your earlier post, leave it day. I've played many maps set at night, and they were all terrible because it's such a pain in the ass to get nightvision etc. and so on and so forth and such.
[addsig]
French Toast
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Re: cs_metropolis
Posted by Dash on Tue Mar 15th at 2:18am 2005
Posted by Dash on Tue Mar 15th at 2:18am 2005
The map is about 1/3 done now! All the streets and the highway (yup
there's a highway
) are done, I've followed Gwil's suggestion by
adding more retreat to the museum, there's also the museum's parking
that has been finished as well as a bus stop which faces the circle
part of the museum. I'll be posting screenshots when the compiling
finishes!
Re: cs_metropolis
Posted by Dash on Mon Sep 5th at 5:02pm 2005
Posted by Dash on Mon Sep 5th at 5:02pm 2005
Wow, this thread has been dead for a while. The map is actually now
Finished! I'll be posting screenshots and a download right away.
Re: cs_metropolis
Posted by Dash on Mon Apr 10th at 7:22am 2006
Posted by Dash on Mon Apr 10th at 7:22am 2006
cs_metropolis is now architectually (or at least i hope) finished. I'm currently working on the optimization. It runs fine on recent machines, but some players reported some lag especially when sniping up the marble/white building.
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