Dm_Cloudcity
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Re: Dm_Cloudcity
Posted by Addicted to Morphine on Tue Dec 13th at 12:17am 2005


I really liked the timeline you posted over at interlopers. You should share it here!




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Re: Dm_Cloudcity
Posted by MisterBister on Tue Dec 13th at 8:12am 2005


Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

? quote:
I really liked the timeline you posted over at interlopers. You should share it here!


Ok then










The current one is Alpha nr 27. It has taken three months to get this




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Re: Dm_Cloudcity
Posted by BlisTer on Tue Dec 13th at 2:19pm 2005


aha, i love the glass window-floors. i used to have them in px_shockwave and i'm going to re-implement them in a new project. really nice. 1 more personal suggestion: lose Breen :P i agree there should be something light there like a tv screen but i think Breen is too HL2SP


These words are my diaries screaming out loud



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Re: Dm_Cloudcity
Posted by Underdog on Thu Dec 15th at 6:56pm 2005


One of us needs to be really glad that those were worth the wait.

My suggestion. Using that quantity of darker textures it might pay to have either more light, or less.

I prefer a bright cheery map setting, but lots of spotlights at night would be great too.

Maybe you could have a day and a night version. Two maps for the price of one.




There is no history until something happens, then there is.



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Re: Dm_Cloudcity
Posted by MisterBister on Thu Dec 15th at 9:12pm 2005


? quote:

aha, i love the glass window-floors. i used to have them in px_shockwave and i'm going to re-implement them in a new project. really nice. 1 more personal suggestion: lose Breen :P i agree there should be something light there like a tv screen but i think Breen is too HL2SP.


Ive got a friend ho's working on some custom windows right now, hopefully theyll turn out even better. Breen is very temporary, he is going to be replaced with commersial or some sort of public messages from the city council.


? quote:
One of us needs to be really glad that those were worth the wait.

My suggestion. Using that quantity of darker textures it might pay to have either more light, or less.

I prefer a bright cheery map setting, but lots of spotlights at night would be great too.

Maybe you could have a day and a night version. Two maps for the price of one.


Im using grey developer textures at the moment. As I said, im trying to get custom textures.
The lighting is very much work in progress. I will definitly add some more light in there somehow, its way too dark.


Progress:
Ive added more detail to the 3D-sky, lots of detail has been added to other areas aswell. Ive also added stuff that will "tell" the background story of what has happened to the place. Im planning on having datapads with small info icons over them, and when you press "E", you can read a message. Each one of them will tell bits and pieces of the story about what has happened here. If you read them all you will get a pretty clear picture of what has happened and what is going on.
Im planning on adding this to give the map more depth, and let serious players who wants to know it all having fun looking for them. Some will be easy to find, but wont tell very much either, others, more hidden, will tell more "valuable" info.

What do you think of this little idea? Is it good or bad?




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Re: Dm_Cloudcity
Posted by Addicted to Morphine on Thu Dec 15th at 11:05pm 2005


I think it's a great idea. A scavenger hunt for information sounds like a fun way to flesh out and develop the map, for those who are interested.




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Re: Dm_Cloudcity
Posted by BlisTer on Fri Dec 16th at 4:56pm 2005


i think this idea would work better in a SP map, but it can't hurt. you thought this up yourself or you translated it from Doom3 ? <img src=" SRC="images/smiles/icon_smile.gif">


These words are my diaries screaming out loud



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Re: Dm_Cloudcity
Posted by MisterBister on Fri Dec 23rd at 9:51am 2005


Allright, time for an update.

Ive been working on making the map playable aswell as adding contrast, detail and lighting into the level.

Since barely have any new textures in the map, ive useed the orange dev-textures as contrast to the grey ones. I think it looks kinda nice. Perhaps going for orange steel? What do you guys think?

Ive also had a friend make two textures for me. The first one is the glass, the second is a very dark texture used in an equally dark elevator shaft.
Personally, i think theese textures is top notch, looking veery nice =).

As mentioned ive been working on making the lighting more bright, however i guess some of you will still think the map is very dark.
Lets just say that I havent forgotten about you, I'm still working on it!

The 3D-sky has become even more bigger and nastier. The highest building in the 3D-sky is actually very close to the maximum size that Source can render. Its still a bit undetailed, but with some cutstom textures and more work on it, it will probably look cool. I tried using func_smokevolume in the 3D-sky to create a cloud effect, however that didnt work at all. Ill try to use the models used in

Counterstrike Source to simulate clouds, if possible. As mentioned ill try to add flying vehicles here aswell, but that completely depends on if that is possible to do inside the 3D-sky.

Ive also been working on making the map playable and I think im done with that, however i will not release a playable alpha before I have done some

playtesting with my friends, but expect an update with a fully playable alpha, with weapons and spawnpoints, soon. Working on making the map playable is the main reason why you havent heard any updates until now.


Heres some fresh images:

image
Added contrast, brighter lighting and more buildings in the 3D-sky

image
More contrast here aswell. The picture is taken from a platform that is newly made aswell. More spotlights has been added aswell.

image
This area wasnt detailed at all before, and has gone through quite a remake. The boxes in the image will be replaced with more appropriate stuff later on.

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A quick overview, more contrast added aswell as brighter lighting.

image
Heres another overview of the playable area. Here you can see the custom glass texture aswell as more spotlights and more contrast.

Well, guess that was all i have to say to the time being.
As Ive said before, I LOVE feedback. I promise to take everything you suggest into consideration.




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Re: Dm_Cloudcity
Posted by Underdog on Fri Dec 23rd at 2:13pm 2005


Nice file sizes.

2 Things.

What is that tree growing out of? To dark to tell.

I also cannot tell but think you could add true scale and height if you took some of those spires and added them to your skybox. Make it look as tall as Coruscant from somewhere down below.

If you already considered the skybox idea and I didn't catch it, ignore this post.




There is no history until something happens, then there is.



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Re: Dm_Cloudcity
Posted by Addicted to Morphine on Fri Dec 23rd at 4:31pm 2005


If you're wondering about flying vehicles in the 3D skybox you can try and figure out how they did it in the newest DoD:Source map.

Also -- it's looking really nice man. How much of the final playable area will be indoors? Or will it only be this main outdoor area?




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Re: Dm_Cloudcity
Posted by G.Ballblue on Fri Dec 23rd at 9:38pm 2005


I like it, but I feel that your "buildings", so to speak, are a little... well, flat.
I realize that it might be the dev textures that you're using that may be causing this -- since they seem to consist of solid colors, a number or two, and white lines But I'm saying that your buildings seem to lack any fine detail or extrusions from them. An example (not saying you need this specifically) would be window sills, or maybe bars around a window -- for whatever the reason would be that you needem'.
But then again, since it looks like a citadel themed map, it may perfect, if that's what you're making



Breaking the laws of mapping since 2003 and doing a damn fine job at it



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Re: Dm_Cloudcity
Posted by Agent Smith on Sat Dec 24th at 11:41am 2005


Looking very cool, reminds me of Stargate Atlantis. As far as flying vehicles go it is possible to make props move on a path, very much like you could do with brushes in hl1, which is how they got the bombers to fly in dod source. Don't ask me how though, I don't have a clue :P. Keep up the good work, its certainly looking impressive.



Ham and Jam Contributor
http://www.hamandjam.org

'Get your stinking paws off me, you damned dirty ape!'



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Re: Dm_Cloudcity
Posted by MisterBister on Sun Dec 25th at 1:18pm 2005


? quote:

If you're wondering about flying vehicles in the 3D skybox you can try and figure out how they did it in the newest DoD:Source map.

Also -- it's looking really nice man. How much of the final playable area will be indoors? Or will it only be this main outdoor area?


I dont have DOD:Source, but hopefully, the sourcewiki has some info about it.

The indoor areas will be like 1/3 of the map roughly estimated. I have taken pics of almost all indoor areas if you take a look here:
http://www.home.no/misterbister/Bilder/dm_cloudcity/

? quote:

I like it, but I feel that your "buildings", so to speak, are a little... well, flat.
I realize that it might be the dev textures that you're using that may be causing this -- since they seem to consist of solid colors, a number or two,

and white lines But I'm saying that your buildings seem to lack any fine detail or extrusions from them. An example (not saying you need this

specifically) would be window sills, or maybe bars around a window -- for whatever the reason would be that you needem'.
But then again, since it looks like a citadel themed map, it may perfect, if that's what you're making


Thanks for the feedback, and yes. The buildings look a bit flat, however i dont dare to add detail until the map has been tested on slower machines

than my own. Right now, the map contains MUCH more polygons in the outdoor scenes than you can cover with one screenshot, so its hard to show.

? quote:

Looking very cool, reminds me of Stargate Atlantis. As far as flying vehicles go it is possible to make props move on a path, very much like you could

do with brushes in hl1, which is how they got the bombers to fly in dod source. Don't ask me how though, I don't have a clue :P. Keep up the good

work, its certainly looking impressive.


Never seen Stargate Atlantis, but thanks for the kind words anyway =).
Is it possible to have brushbased things flying on paths aswell as props, like the func_tracktrain?




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Re: Dm_Cloudcity
Posted by MisterBister on Sat Dec 31st at 1:35pm 2005


Allright everyone, time for an update.

Ive managed to make the map fully playable with weapons and all, and have playtested it with some friends.
The current Alphaversion is 44. Theres no real visual changes since the last update I made, I just made it playable.


You can download the alphaversion here:
http://www.home.no/misterbister/maps/dm_cloudcity_a44.zip


Below is info pasted from the .txt document that follows the .zipfile:


><><><><><><><><><><><><><><><><><><><><><><><><><
Dm_cloudcity Alpha 44
><><><><><><><><><><><><><><><><><><><><><><><><><

Release date: December 31 2005, Gothenburg, Sweden
Half-Life 2 Deathmatch (HL2DM)

====================================================
Title: Dm_cloudcity Alpha version 44
Name: dm_cloudcity_a44
Author: Filip "MisterBister" Coulianos
Email address: f_misterbister@hotmail.com
URL: none specific.
Description:

This time its about Clouds, and a BIG sci-fi city high enough to reach them.
The map takes place on "streets" between the skyskrapers aswell as indoors.
In addition to the cool outdoor fighting, the players battle through scientific labs,
cargo areas aswell as elevator shafts.

====================================================
Play information

Deathmatch: Yes (4-12+)
Team deathmatch: No real support yet
New sounds: no
New music: no
New textures Yes, by skurmedel.

====================================================
Construction:

Base: none
Editor: Hammer World Editor V4
Other progs: Batchcompiler and CST
Known bugs: none
Build time: 4 months and counting

====================================================
Installation notes:

Unzip the dm_cloudcity_a44.zip file into this directory:
SteamSteamAppsyouraccountnamehalf-life 2 deathmatchhl2mp

====================================================
Other notes:

This is an alpha-version and is compiled for playtesting purposes only.
If you have suggestions, feedback or anything you want to tell me, please don't hesitate to send me an email:
f_misterbister@hotmail.com

? 2005 Filip "MisterBister" Coulianos
====================================================




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Re: Dm_Cloudcity
Posted by ReNo on Sat Dec 31st at 2:13pm 2005


Cool stuff man, I'll try and get around to taking a look in the next few drunken/hungover days <img src=" SRC="images/smiles/icon_biggrin.gif">






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Re: Dm_Cloudcity
Posted by reaper47 on Sat Dec 31st at 3:42pm 2005


I just tried it out and it looks quite monumental. It's still hard to imagine what it will look like in the final version. It seems to be quite texture-reliant so make sure you don't underestimate that part (I only see orange room textures yet)!

The layout looks very fluent. Maybe too fluent for my taste, it feels more like a Quake 3 map than a HL2 one in the middle areas. But that's just a matter of taste I guess <img src=" SRC="images/smiles/icon_wink.gif">

One more thing about the "cloud city" theme. I found it hard to really see "clouds" in the foggy area on the ground. Maybe if you open up the skybox more, so you could see larger parts of the horizon and how high you actually are this could help to establish the "high in the clouds" theme more!

Anyways, it already looks very promising!




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Re: Dm_Cloudcity
Posted by Belgarion on Sat Dec 31st at 9:47pm 2005


Just saw the new pics. Looks really good. Get some nice custom texturing in there (or make a new set from HL2 textures. that's always fun) and get it finished! Nice work.






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Re: Dm_Cloudcity
Posted by CooliO on Mon Jan 2nd at 4:11am 2006


Someone sugested that the buildings in the map and 3d box had a function like a mall, office etc. I agree 100%
If your are going for that dark look, may I suggest that you take a look at the movie "Blade Runner"



The beginning is a very good place to start.



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Re: Dm_Cloudcity
Posted by French Toast on Tue Jan 3rd at 3:24am 2006


Dude, a Blade Runner map done right would kick some serious ass.

Looks sweet Mr.




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Re: Dm_Cloudcity
Posted by MisterBister on Tue Jan 3rd at 4:05pm 2006


Time for another update!
Ive been experimenting with alot of colors back and forth, aswell as learning how to make textures.
Right now ive been stuck with the warm ones orange, red and so on.
Ive also changed the ambient light to a more blueish one. Feels like a good contrast to the warm lights I added.
Everything is very experimental, so please say what you think of it.

image

I have added a bunch of spotlights to the left, aswell as given them a cold blue color.
Works pretty well with the red i think. The "bridge" in the lower part of the picture has
gotten blueish lights aswell.

image
As you can see, ive added colours here aswell. Im not sure about the red ones though, i think i will make them more orange.
The orange spots are too small, or too few i think..

image
Here is an overview, the big tower in the middle is very grey compared to the rest, ill change that.
The red lights in the middle looks a bit out of place i think, probably going to make them more orange aswell.

image
Here is a sample of an orange texture my friend made, i thought it was quite cool with gold-like metal so i added them.
If theyre going to stay there they need some more detail though.

image
Ah, heres some result of my texture struggle. To the left is a failed attempt to bumpmap. To the right is a crate texture i made..
Im afraid it would have looked alright seven years ago.. Hopefully ill improve =).


image
Ah, finally another overview. The red spots are quite nice i think, aswell as the smoke above them.
Im planning to add more smoke from other chimneys in the map later on.





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