cs_Knifeedge is almost ready to release. Please see it here, or at the web site, at www.screamingneurons.com/ignorance/knifeedge.asp .
Posted by Liberal.Nyulism on Thu Nov 3rd at 5:13pm 2005
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Posted by KoRnFlakes on Thu Nov 3rd at 7:20pm 2005
I'd suggest perhaps making that well (I think it's a well?) circular or somesuch, it breaks up the basic square geometry.
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Posted by Liberal.Nyulism on Thu Nov 3rd at 7:27pm 2005
Korn..
The textures look fine in-game, but your recommendation on making the well circular is perfect. I"ll do that. Thanks for the advice.
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Posted by fishy on Thu Nov 3rd at 7:38pm 2005
Posted by satchmo on Thu Nov 3rd at 7:47pm 2005
I just love the attention you paid in establishing the background story for the map. It's not just a mindless setting that makes no logical sense at all. The description of the details really helps the map to come alive. I can tell that you've spent a lot of time planning and thinking about the theme. Kudos to you.
That said, the map looks a bit bright. I think you can make the lighting a bit more interesting. Just play around with light_environment and the color and angle of the light to see what effects you get. The architecture and the landscape is already there to make the map look stunning.
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Posted by Liberal.Nyulism on Thu Nov 3rd at 8:15pm 2005
Fish...
Fixed the link.
Thanks
Thank you very much. From you that's high praise.
I have tried everything I can think of. I am trying to get that "just at dawn on a cold morning at the beginning of spring", feeling and I can't get both the atmosphere thick enough and the shadows quite right. Perhaps you're right and I just need to reduce the light a bit.
Thanks for the feedback.
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Posted by KoRnFlakes on Thu Nov 3rd at 10:37pm 2005
Nion every rural town has its wear & tear, theyve often been around for years. yet the buildings all look to be in good nick.
Perhaps a bit of damage/neglect wouldnt go amiss.
The second image, suggests this is very high land (which explains the sheep) and as satch mentioned before it is too bright & too warm for such a place. evidence of snowy peaks in the background make me wonder if there should be snow around the village also.
Edit: Noticed there is some snow, but no evidence of it "landing" you need some hanging off the rooftops etc. think of where it may fall & build up.
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Posted by Liberal.Nyulism on Thu Nov 3rd at 11:04pm 2005
Korn....
Great feedback, thank you.
1) I have made snow models to be used as details, so that there is a bit more snow around, but they're a drain on the engine and I pulled them. I'll see if I can add some more.
2) I have lowered the light as Satch recommended, and it looks much better. If I can get the sky right now, I'll be thrilled.
3) The damage is a good idea. I"ll collapse a few parts of buidings.
Now, if you see the reference photo, the truth is, that this looks about right. I have others, and really, the villages aren't unmaintained. Individual family farms are unmaintained in rural areas. But generally, villages, which have a different economic model, are sloppy, but not necessarily unmaintained.
-Cheers.
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Posted by KoRnFlakes on Thu Nov 3rd at 11:09pm 2005
+ SURELY in hl2 weather effects can be added? its supposed to be a modern engine, a trickle of snow drops around would do it absolute wonders. (someone must have done this)
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Posted by Liberal.Nyulism on Fri Nov 4th at 2:24pm 2005
...snowy roof textures & some sort of masked texture
...a trickle of snow drops around would do it absolute wonders.
I tried using snow overlays but they "flicker", and ruin the effect. Now that the light is lower, maybe I can try again.
The weather effects are wonderful, but they're also VERY expensive to render. CSS needs FPS, more than single player does, so while I would love to add mist, it's just too expensive.
Thank you so much for your ideas, you've been very helpful.
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Posted by ReNo on Fri Nov 4th at 2:35pm 2005
Map is looking good, though the displacement "mountains" seem a bit odd. I think they look a bit too sharp and extreme given that they are quite small scale and near to the playing field. Are they actually part of a 3D skybox, or just part of the main area? If the latter, you should look into using a 3D skybox and consider increasing the scale to make them more epically mountainous.
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Posted by Captain P on Fri Nov 4th at 3:07pm 2005
But apart from that all, it looks like it's going to be good. Keep it up!
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Posted by KoRnFlakes on Fri Nov 4th at 3:45pm 2005
Anyway, some more things to comment on (some I couldnt possibly be aware of as there is no download)
Does this map have sound? it just sprung to mind it needed a cold wind blustering past now and again, giving it an empty & suspenseful atmosphere, not only that but typically of cs, people listen out for footsteps & there are VERY few maps that use sound to mask them & make you rely on other things.
Do the sheep animate/make sound?
What is that helicopter doing there on your site images? I am working on the presumption the ct are trying to infiltrate this town which has been taken by the t's. They would certainly restrict themselves to mountaineering rather than a noisy helicopter.
Tunnels into caves afaik are prodominantly arched, for extra support. not to mention it would look nicer imo.
the neglection shown in -this- image (borded up window) is a nice touch.
What do these people do for a living? livestock or something related I presume, I cant think of anything (props) directly involved that you could add but for example -this- image, I dont know why, but I just see a wooden cart in it. it seems plain & everyone can see down the pathways without obstruction/cover
on the other hand -this- image show's people do live here (ladder) which is pretty much what i'm getting at.
Anyway, chew over some of that for a bit. if there is a download available anywhere gimme a shout & il post a small ritique up. (today if possible, my cod2 will arrive tommorow & I shant be seen for a bit heh.)
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Posted by Liberal.Nyulism on Sat Nov 5th at 4:46am 2005
They flickered against the base. I have had this problem a number of times.
Map is looking good, though the displacement "mountains" seem a bit odd. I think they look a bit too sharp and extreme.
In oder to get what I"m looking for, I have to choose between displacments level 2 and level 3. At 3 its a lot more polys and it looks a lot better. At 2 it's a lot less polys and it doesn't look as good. It helps to remember that except for the buildings this entire map is displacements.
It doesn't look quite the same in game, because the mountain range is a series of steps, with the plain being the bottom, the village being the next, the mountains you see in the screenshots the next step, and then there is a really large set of mountains behind them, that are in the skybox. The fog effect obscures them, and the screenshots don't show them at all, but they're up there.
That said, I could fix this by splitting the mountain displacments along the north south axis, effectivley doubling the polys on those twenty displacments, and texturing them separately, and using the additional polys to smooth out the mountains. I thought I could get away with what I've got here, so I didn't do that. Fixing it, because the back side of the mountains is in the skybox, would be painful and annoyingly tedious. But if it's that big a deal I might do it. Let me think about it a bit.
Thank you very much for the feedback.
-LN
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Posted by Madedog on Sat Nov 5th at 11:15am 2005
And what bothers me is the optimization. How long does the VIS take?
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Posted by Liberal.Nyulism on Sat Nov 5th at 2:13pm 2005
Yes, there are quite a few sounds, and I"m thankful that you can make your own soundscapes now. Which I did.
I am trying to find a sheep sound file. I have also planned an easter egg for the sheep, that I wn't disclose here. They are not animated as that's just way too expensive for CSS.
The CT's start by the helicopters and they're being dropped off. All CSS players will understand this.
They grow poppies, they raise sheep, they have an orchard and they had a mine, and they get support for terrorism from a neighboring country <g>.
But all that aside, I could place more props and make the map better. I think I would favor natural effects instead of man made objects, but you're right that it needs more 'stuff'.
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Posted by KoRnFlakes on Sat Nov 5th at 3:43pm 2005
Anyway, gl with the map, update the screenshots when possible. My CoD2 arrived this morning
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Posted by Liberal.Nyulism on Sat Nov 5th at 9:44pm 2005
To compile the entire map with full viz and rad is something like an hour.
There are only like 140 vis areas.
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Posted by mazemaster on Sun Nov 6th at 2:03am 2005
I like how the terrain is pretty minimalist, except for the mountains - it looks good and it draws you to the fight areas and the buildings. A lot of maps go overboard with crazy terrain features everywhere that is completely unrealistic.
Thing is, its not quite there yet.
-Tweak the texturing of the mountains. Maybe a bit more rocky, and the snow should have a bit more texture to it. Increase their power to add more details to them.
-It looks like you have used only a few gigantic horizontal displacements for the whole map. Instead, break it down into many displacements that mesh with each other. Bump up the power where you need it (where there are large variations in height), and keep the power low where its mostly flat. Don't be afraid to have displacements that cut into each other or displacements whose plane at an angle - there is no performance hit for it.
-The lighting looks a bit... bright? There are barely any shadows. Maybe this is the effect you are going for, but I would consider trying angling the sun a bit more and turning down the ambient light a bit. Nothing extreme, but maybe give it a try.
-The whiteish texture (is it snow? I cant quite tell) is not that good. Definitely improve that texture.
-Make sure that there is enough cover. A lot of the spaces are really really open.
-Work on the inside areas. Its better to have a couple really well-done indoor areas, and block the other ones off than it is to have a ton of indoor areas that are not very good. Its also better from a gameplay perspective since too many indoor areas can really slow the game down.
-The brick texturing gets pretty repetative. That might be OK, but I'd have to actually run around the map to tell for sure. Consider adding some variation, or getting a set of brick texture variations that mesh (some that have missing bricks, or water damage, or whatever). A lot of people will probably tell you to add all sorts of crazy geometry and architecture to the building walls, but I'd say leave them flat, and mess with the textures.
-Rooftop warfare is an awesome idea. Make a lot of the roofs accessible.
-Make visual paths of dirt on the ground in places people would walk on a lot. Use the paint alpha option for displacements to do this. So for example in the buildings area the parts near the buildings would be standard greenish dirt, but inbetween there would be a brown-ish path.
Posted by Liberal.Nyulism on Sun Nov 6th at 10:46pm 2005
Mazemaster:
I just want to thank you for the quality of your feedback before I respond to it. Thank you very much. It's great. I don't know if it will come across in this posting, but I wrote down half a dozen ideas while reading your post. Thanks again.
Thanks. I gave it a lot of thought.
It needs more than tweaking. <g> I've spent timeon it today. Getting there. "Make it work, make it good, make it fast".
No, the map is a series of 1024 unit cubes and the top of each one is a displacement. Below that is another cube that is textured with nodraw to limit vis. I did this just for the same reasons you stated. I just haven't gone thru and made ajustements because it "is hard to go back" when you start structurally modifying the map like that.
That was good feedback by someone earlier, and I"ve reduced it quite a bit. Looks great now. I might drop it to 200. But It's at 300 now and it looks really great.
Yeah, it's terrible. I"ve bought a lot of textures, modified them, and even made my own and I still can't get it right. Same for the ice on the stream. I just am not a good texture person when it comes to translucent and reflective surfaces.
I designed it so that the The house-to-house is very fast, with lots of cover, but that it's contrasted with open areas at both ends of the map. So, you're right but I think I have done the right thing so far.
Well, I have placed a little furniture, but I don't want to overdo it. This is essentially a mining village that's been abandoned exept for terrorists. The people didn't have much stuff to begin with. I don't think I should add much. Perhaps some rusted metal equipment laying around will help.
There is always the potential for someone to camp a map like this. I can't get the gameplay I"m looking for (which this map has) and avoid camping spots. Its actually much harder to camp than you'd think, but it can still be done.
I did this on purpose based upon the reference photos. It is part of what I'm looking for, so I don't want to change it. I have a slighly more stained and darker set. and I might add a lighter set, but I think that the map would be better served by models than by different textures. I need more detail, and I'd prefer if that detail didn't come from textures.
Yes. They are all accessible. Even the bots use them.
Yes, this on my list on the web site.
I am trying to keep the map at 100FPS, and so everything I add, means there is something else I need to remove or change. I spent yesterday just on finding and buying sound files, creating the soundscapse, and testing sounds.
It's really getting there.
Thank you very much for your time and your ideas.
-LN
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