dm_residential
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Re: dm_residential
Posted by Naklajat on Tue Sep 12th at 2:57pm 2006


/me agrees with textures being too clean, it's like they just came through and repaved the street and sidewalk, and left everything else in disrepair.


=o



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Re: dm_residential
Posted by midkay on Tue Sep 12th at 10:18pm 2006


Yeah, a freshly-paved look was how I intended the texture to be.. I was just so caught up on creating a texture that fit that description to see that maybe it wasn't exactly ideal for the map. <img src=" SRC="images/smiles/icon_smile.gif"> I'd still like to give it out for anybody who wants/needs it though..


-- midkay



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Re: dm_residential
Posted by reaper47 on Wed Sep 13th at 12:15pm 2006


I think it was a good decision to get rid of the parking lot, the map is still very open.

About the new street textures... right now they just don't work :/ I too find the default ones a litte strange but now they not only look clean, they look... painted. It doesn't fit with the rest of the map. But I think this is very easy to tweak. First I'd add some structure, some unevenness in the direction of the road (just for the texture, although making the brush itself a little uneven could be a good idea, too). Then I don't think the white stripes are necessary. The street isn't that broad anyway. Leave it as dark if you like but I think you should make it look a little more used. Try googling some photos (like this for example) and look at the contrast between the pavement and asphalt and the surrounding buildings. Also look how the asphalt is split in rectangle-shapes oftenly where parts of it where added and rebuilt.

Also the red building on the right needs something on the top of it. A roof, some structure or little rooftop buildings. Or maybe just a meter of window-free walling on top, try that first. It looks like it's cut off.

One last thing: I like the tree-house in the middle of the map. It could be what most players remember this map for. A good central point. Add as much detail to it as you like. Especailly where the wood is connected with the tree. Maybe even a ladder made of planks nailed right into the trunk. A less-quadratical shape ect.

PS: Screen 6 looks near-perfect now! I'm not sure but are these columns round? It would be better performance wise and probably even look better to make them simply rectangle-shaped.




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Re: dm_residential
Posted by midkay on Wed Sep 13th at 2:38pm 2006


Thanks for your reply, reaper47.

I'm happy with the lack-of-parking lot, yeah. The (smaller) park still allows for some sniping and ranged combat but it doesn't feel needlessly large like it used to.

About the new street textures.. <img src=" SRC="images/smiles/icon_smile.gif"> I honestly feel pretty embarrassed. When I created the textures initially they were too light and gray, so I went to make them darker and then just became obsessed with making them this dark black, freshly-paved concrete. I really love the texture but it clashes with the map. I'll work on it later today, I think. Nice ref pic, btw, I was searching for some before I created the texture and didn't find anything that nice.

The red building.. yeah. I don't want to have the same-style roofs all over the place, so I cut it off - maybe another segment of non-windowed red building texture would work out well indeed.

I tend to overlook the treehouse during gameplay, I think because I rarely "notice" it. I like the way you mentioned it was kind of the center point of the map, I never thought of it like that. I'd like to add to and build more on it, I've always considered adding a second level reachable from a ladder linking it to the first level, giving it more of a man-made shape, etc.

@ Screen 6, yeah, the columns are round. I'm not particularly worried about performance now (around like 15fps more in the "bad" areas since beta 1, e.g. looking down the road from the far end) - but I certainly have it in mind. I've considered changing these to larger, square pillars (concrete probably) instead of these metal pipes, ever since I made this area.. I'll have to get around to it and see how it works.

I haven't done much work at all on this map in the past two days or so, I've been watching way too much Seinfeld! That and I bought "The Ship" last night, I only got to play it for like half an hour and loved it, so I'll waste some time on that today. <img src=" SRC="images/smiles/icon_biggrin.gif"> I'll work on the map tonight and probably put up a few screens the next day or so. Again, I appreciate your suggestions, reaper47. <img src=" SRC="images/smiles/icon_smile.gif">





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Re: dm_residential
Posted by midkay on Sat Sep 16th at 10:27pm 2006


Alright, I haven't really done much work but last night I did do a lot of work on the textures: I redid the street one and also created a new "crosswalk" decal to replace Valve's which was a bit too cracked.

New textures ingame. You can see the crosswalk one as well as the street one. I'm not really done with the street since it should be a bit dirtier but at least it's looking better now.

Also, tweaked some ambient lighting. It's slightly lighter now and has a bluish tint. Subtle difference, but I like the way it looks.

As I wandered around the latest build this morning (where I took these screenshots) it kind of just hit me on the head that.. I'm ready to release a beta 2. I mean, gameplaywise and mostly visually this map is ready for a beta 2. I do need to tweak and work on a couple things, and those couple things really need to be done first, but this map just feels ready for a b2, even if just to put the old b1 out of circulation since it's so much different.

So yeah.. expect a beta 2 soon, I can say with 95% certainty that I should put one out sometime next week.



-- midkay



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Re: dm_residential
Posted by reaper47 on Sun Sep 17th at 5:24pm 2006


The street looks much better with the greyer color. It blends better with the pavement now. I still think it could be dirtier.



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Re: dm_residential
Posted by midkay on Mon Sep 18th at 11:37pm 2006


Thanks. Yep. image

I got to have a run-around on the latest build with Finger a couple days ago and he had a lot of suggestions and comments to give.. one enjoyable paraphrase of a discussion snippet:

Finger: [referring to the wide stairs leading up out of the park area] "These stairs are too narrow, you should move them or get rid of them." [suggests a few alternative positions for them]
Me: "Well, if I get rid of them, then it's like a dead end. Nobody would go back there."
Both together: "Well, unless there was something worth going back there for..."

The RPG has a new home.. image I'll toss the stairs, so the only way out of the park from the back wall is to run forward quite a ways and around the railing. I'll move the sandbox and playground crap over and put the RPG inside the sandbox.. *loves irony*. It should be really cool since that area's like the middle of the map, all the sniper locations have a clear view of it.. it's a risk to snag it. image

Also I'm going to try and COMPLETELY redo the building in the corner (you know, the yellow, boxlike one?). I don't really care for the honestly quite boring, winding stairwell and barren hallways indoors. I ran out and snapped a shot of a building a couple blocks away last night. I love the design of it and I'd like to incorporate it into the area where the old building was. I can't honestly say that I expect it to work out, but I'm going to try it, and even if it doesn't, Finger had some useful suggestions for cutting down the size of the old building and adding some cool gameplay to it, so expect some major changes in that area one way or another.

Also the alleys behind the corner building are going to be blocked off/removed as a gameplay element somehow, especially since they're as mundane as ever at the moment.

So just lots of work is piling up and I can only attack it at a slower pace right now.. should certainly be worth it. image



-- midkay



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Re: dm_residential
Posted by midkay on Sun Oct 22nd at 9:30pm 2006


Surprise! This map is not dead! About time for an update - it's been over a month! I've been working on it a lot since then. I think the changes include two new buildings and lighting tweaks (sun and ambient are about the same, but streetlights and building illumination has been tweaked and added).

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Our new building! This replaces the yellow one with the accessible roof and winding staircase interiors. It'll have a lobby interior and you can get on that ledge with the planks across the gaps for navigation. I worked off this building a few blocks away from me to build this.

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On the ledge described above. Bright spotlights abound! A slight disadvantage to being up here... and very little room to move.

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Moving on. The hotel. Added illumination from the top, and extruded windows along the front as well.

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Another new building - this one across from the hotel. The kiosk and combine walls used to be right here. This is easier to block visibility and adds more gameplay. It's a pretty basic building that's being added onto (the accessible area is the construction site). It'll seam with the skybox and go on farther into the distance. Lots to do with this but here's how it currently looks.

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Shot from atop the construction site. Should be more supports, more work materials....

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Destroyed building with a bit more destruction than before. Still lots to do as well.

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A glance inside the destroyed building - delicious, sharp lightmaps!!

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A glance inside the basement of one of the apartment buildings, also have some nice lightmapping going in here.

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And then just an overview of the map from the top sniper position in the destroyed building. The park has been changed - tree + fort are gone (replaced by bus stop), stairs removed, RPG positioned down there...

Okay, so that's it for now. I got to do another look around with Finger on this map last night and his suggestions pertained to the flow of the map which I completely agreed with. So this is pretty much how the final shall look (unless someone's got any complaints) - there should be some flow changes too (removal and addition of a room, more routes, etc). Expect some changes in the next update on the WIP buildings too. Maybe a skybox?

Any thoughts?




-- midkay



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Re: dm_residential
Posted by Addicted to Morphine on Sun Oct 22nd at 9:36pm 2006


The wall in front of the new building looks really huge, but the building itself looks good. It's memorable so should help orient players right away.

I like the new version of the hotel.

The lightmap changes in the basement really make it pop. I like this area tremendously, especially how it contrasts with the rest of the level. It seem very real.

The construction site needs a lot of work. I feel like you'd be seeing a lot more girders, rebar, and concrete at that stage.

Glad you're still working on this map!




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Re: dm_residential
Posted by reaper47 on Tue Oct 24th at 6:23pm 2006


You're going for a much cleaner look now than with your original version. I like clean mapping (check out the great, over-clean mapping of SI).

But be aware it's much more difficult because there's no detail to hide even the tiniest mistake. Also for a HL2 theme (which no city-based HL2DM map can escape) you should add some 20 or 30% more chaos to the map. I mean there's no need to cover the streets in puddles of vomit... but consider some "added" buildings here and there. Something that hadn't been planned by the architect and has been added later. A little storefront, a wooden hut in the park used by the gardeners, a little garage in the backyard, an additional balcony, ect ect

Some more thoughts regarding the screenshots:

This building looks very good. You should try something with the textures, though. Especially the bright one with the horizontal lines breaks a bit with the smooth walls around it. Also the slanting parts on the top of the red and yellow parts look a bit strange. The black arch could work but only as a model. As a brush it looks too solid, too artifical for a structure like that.

Be careful around the construction site. Again, the great lighting alone sells it... but filling places like this with enought interesting things later is mostly impossible. Try to cut off large parts off the rectangle-shaped form of this room. Make it intersect with another large block or something. Make sure the squarish layout of this is gone as early as possible.

I don't know what gave you the insane idea of adding a window-less floor on the top of this building (smiley image). But honestly, now that I see it, I think it should be smaller. And maybe not using the same texture as the rest of the walls. Maybe it should. But it definitly needs to be shorter (1/2 or 1/4).

That's why I like your mapping. You have a hand for lighting. This is so simple and easy, yet I don't remember ever seeing shadows used so well for effect before. This looks at the same time natural and "unplanned"(in a good sense) and unusual, perfect for this map. Same for the basement.

and...

Ahhhh!

No...

The tree house... The tree house! GONE! That bus station stole my tree house! smiley




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Re: dm_residential
Posted by midkay on Tue Oct 24th at 11:25pm 2006


AtM:
Thanks - we'll see how these new buildings turn out. It's maybe a little hard to see how the multicolored building is structured right now without wandering around the map. Expect some retexturing and touching up to remedy that. The construction site represents very little total work right now, so the things you mentioned are most definitely on the to-do - thanks for bringing them up, though. Gotta get to that soon.

Reaper47:
Yay - I was hoping to get a reply from you. <img src=" SRC="images/smiles/icon_smile.gif"> Point-by-point:

Cleanliness: This map is actually looking pretty clean when I think about it. It's not really how I plan the final version; expect more dirtiness, garbage props like bottles and boxes, stains.. much of the cleanliness is attributed to my new street/sidewalk and multitextured building textures. I'll be adding more dirt and detail to these (and on the building, Finger has suggested some floor-divider lines between windows, which I like and should help). A lot of the detail/dirt touchups will come toward the true end of the map.

'This building': Thanks for your comments. As above - I'll be breaking up the window textures a bit with some dividers and detail. The arch should really be deleted at this point - if I keep it in any way it'll be vastly different. It's merely placeholder right now.

Construction site: We'll see if I can pull it off. <img src=" SRC="images/smiles/icon_biggrin.gif"> I have some ideas and a LOT of reference around - hell, two buildings going up within a one-block radius of my house, one near my school, several on the way home - lots of cool ideas to snag from those which I pass every day. I'll try my best to de-square it with lots of.. well.. construction-site stuff.. materials and supplies and equipment.

Windowless floors FTW! I'll see what I can do about this. A shorter retextured top maybe lined with rails, having some visible vents and exhausts, iunno.. I'll play with it.

Lighting and shadowing: I much appreciate your and AtM's comments on these areas. For a while I'd worked on lighting but really never spent much time perfecting it. Recently I did a lightmap pass in which I ramped up the detail on some important lighting areas and it really worked out in the basement and in the destroyed building, and on the construction site. Looking forward to more of this. (Actually, the basement is looking really stunning now IMO that I've removed the pile of sand or whatever - *tons* of shadows crisscrossing throughout. You'll see soon!)

Treehouse: It was its time! <img src=" SRC="images/smiles/icon_wink.gif"> I don't know if I'll manage to bring it back - I don't really feel like using that massive tree, it's pretty overused and leafless.. and it gives the map a feeling of clutter or something to me.

Again, thanks to both of you - hoping to start up with regular updates again for a short while until I get a beta 2 out.



-- midkay



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Re: dm_residential
Posted by reaper47 on Wed Oct 25th at 9:10pm 2006


Again, when I say I find the map too clean, I don't really mean the dirt, I mean the basic, big architecture. From the sceenshots now it looks like a city that was finished yesterday. Adding some dirt could be a good idea, but more important I think is adding some solid stuff, something that actually changes the shape and layout (not necessarily gameplay-wise, just form) with parts that look like they were built years later over the current structures... and over each other. Just like someone adding an additional floor to his house, or a shack in the backstreet... or something.

Hard to explain <img src=" SRC="images/smiles/icon_biggrin.gif">

And getting rid of the tree house... it's actually pretty brave. Which can be a good sign. Just remember that you deleted the map's center point. Something more funky than a simple bus station would be good!




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Re: dm_residential
Posted by midkay on Wed Oct 25th at 10:30pm 2006


Ah, I understand what you mean - I thought "cleanliness" and adding unintended/additional architecture were two seperate points in your original post.

And technically I still have the treehouse hidden in a visgroup. <img src=" SRC="images/smiles/icon_biggrin.gif"> Maybe I'll come up with something.. no ideas yet. Thanks.



-- midkay



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Re: dm_residential
Posted by reaper47 on Wed Oct 25th at 11:21pm 2006


They are seperate points but I think the bigger scale meaning of "cleaness", the actual buildings, are more important and need to be looked at earlier!





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Re: dm_residential
Posted by midkay on Fri Dec 29th at 11:39pm 2006


Hi guys <img src=" SRC="images/smiles/icon_smile.gif">

I've been taking a little break from mapping over the past month and a half or so. Residential isn't dead, I just wanted to take some time to relax. I've recently had a bit of interest in mapping again, so I'll probably get back to it tonight.

Hey, it'd be nice to have a beta2 on new years, huh? <img src=" SRC="images/smiles/icon_wink.gif">

Gotta run, just wanted to poke my head in before I did. Hopefully an actual map update in a few days!



-- midkay



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Re: dm_residential
Posted by Naklajat on Sun Dec 31st at 3:31am 2006


Good to see you didn't abandon this <img src=" SRC="images/smiles/icon_smile.gif">


=o



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Re: dm_residential
Posted by midkay on Sun Feb 18th at 9:31pm 2007


Progress!

I finally got around to cracking this map open again last night. My first intention was to touch up a couple things and pump out a beta 2. As I was tweaking, I made the decision to rebuild the "destroyed building", for a number of reasons. It wasn't lining up right with the other building I wanted it to, the interiors made little sense architecturally (even if they were pretty cool-looking, IMO) and it was just a tangled mess of brushes and decals.

So I've started over on it *completely*. This time around I'm building a 100% feasible, workable layout inside - floors, stairs that lead up and down, and doors to rooms on each floor. (Nearly done with that.) *Then* I'll start busting down a few doors, blow out some windows, smoke, sparks.. we'll see where it leads.

I'll probably work on this all day (hey, mid-winter break!) - so maybe you can really expect some preview shots later today. <img src=" SRC="images/smiles/icon_smile.gif">



-- midkay



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Re: dm_residential
Posted by midkay on Mon Feb 19th at 10:09am 2007


I managed to make some progress today. Nothing worth screenshotting yet though. <img src=" SRC="images/smiles/icon_smile.gif">

My plans for this building are pretty big. It'll be dark inside (not dark enough to ruin the Deathmatch aspect or anything - just not bright). I'm planning for all of the lighting to come from flickering fire scattered throughout the building. Interiors will be dirty/burned in places, and hopefully very smoky overall (maybe smoke pouring out of windows/doors). Should be lots of shadows and debris. Lots of broken light fixtures, maybe a few of them sparking and lighting up the room intermittently. For some reason I really want some swinging, sparking ropes/wires as well.. we'll see how it goes.

That's it for now.



-- midkay



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Re: dm_residential
Posted by midkay on Fri Feb 23rd at 12:24pm 2007


Hi guys, just a quick update for you.

Been working on this for a few days, still kinda trying to decide where I'm going with this building I'm (re)creating. It's much different than it was before...

Here's what I have as of right now. It's still evolving quite a bit though...

Screen 1 from the front corner. The building's pretty damn destroyed. <img src=" SRC="images/smiles/icon_smile.gif"> Should soon be a bunch of fire all around here, and tons of rubble and concrete.

Screen 2, a teaser peek at the inside.. firelit stair/hallways, mostly. Smoke fills the whole interior of the building, and I got it to join up pretty well with an env_smokestack pouring out of the front door for nice effect.

So that's just a quick look... comments are ultra-welcome as always, but this probably doesn't represent *too* well what I'll end up with.

Thanks for reading!



-- midkay



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Re: dm_residential
Posted by reaper47 on Fri Feb 23rd at 3:49pm 2007


The way the building is collapsed looks very artificial. First, why is the upper floor still intact? Bombs of this size mostly fall from the sky. Secondly, why is the lower part nearly without a scratch and no rubble ect?

I see you'll add more but these are very basic, logical things that irritate me.

Oh, and it's good to see the map's still alive. <img src=" SRC="images/smiles/icon_wink.gif">







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