dm_residential
Post Reply
Quote
Re: dm_residential
Posted by Elon Yariv on Thu Jul 27th at 3:00am 2006


image

It's not perfect and finished but it's enough to give you a few ideas. Sorry, I couldn't make it more detailed, I have my own map to take care of, and the deadline is getting closer.



Elon Yariv



Quote
Re: dm_residential
Posted by midkay on Thu Jul 27th at 4:43am 2006


Elon:

That is quite an interesting, good looking building. <img src=" SRC="images/smiles/icon_smile.gif"> Reminds me of an indoor swimming pool kind of building. I like the variation in architecture, I need to do something like this. Also the way you broke it up with some vertical and horizontal extrusions.

Thanks for the example! *fires up Hammer again*



-- midkay



Quote
Re: dm_residential
Posted by midkay on Thu Jul 27th at 8:30am 2006


Hi all, park area's mostly done (had/having a bit of trouble with the railings, but they work well enough for now).

Call for help, sort of - any ideas, anyone for how to keep the player on the roof of the corner building and not run off either of the two edges that face out from the map area?

Combine walls work for now but I'm trying to get rid of them as much as possible. Having them simply around two sides of a building and nowhere else nearby seems quite weird/unrealistic.

Something I just considered whilst writing this post... make it so that the player is welcome to jump off either of those two sides, e.g. a small alleyway behind the building that you can access from ground level or from jumping down. Hm.

Any others? <img src=" SRC="images/smiles/icon_smile.gif">



-- midkay



Quote
Re: dm_residential
Posted by Crono on Thu Jul 27th at 8:50am 2006


Clip brush (a brush with the "clip" texture) should work well for ... clipping player movement.


Blame it on Microsoft, God does.



Quote
Re: dm_residential
Posted by midkay on Thu Jul 27th at 8:52am 2006


Oh, yes, Crono - I use them in several places. <img src=" SRC="images/smiles/icon_smile.gif">

Should have been clearer - does anyone have any ideas for visual ways to keep the player on top? <img src=" SRC="images/smiles/icon_smile.gif"> E.g. combine walls. Seems weird when you're walking and hit an invisible barrier when there's nothing in the way.. so what ought to be in the way? <img src=" SRC="images/smiles/icon_smile.gif">



-- midkay



Quote
Re: dm_residential
Posted by Crono on Thu Jul 27th at 8:56am 2006


Bar fence.

Like this.



Blame it on Microsoft, God does.



Quote
Re: dm_residential
Posted by midkay on Thu Jul 27th at 9:02am 2006


On only two sides, and on a *roof* for that matter? <img src=" SRC="images/smiles/icon_smile.gif"> Seems unlikely to me.. sigh.. nothing seems to really fit except extending the map edge a bit.

Although such fences would be a good way to seal off some other areas. Thanks for the suggestion, but it doesn't seem right in such a context. <img src=" SRC="images/smiles/sad.gif"> Anyone got any others?



-- midkay



Quote
Re: dm_residential
Posted by Crono on Thu Jul 27th at 9:38am 2006


You can always put fence on all sides image
If you need an exit you can always make fire-escapes. That'd also give you an opportunity (if you want) mess with some physics stuff.

Have you ever seen a pigeon coop in an urban area?
I can't find any pictures, but basically, it's a chicken coop with wire fence and less "house" on a building roof top.

Edit:
Found something close here.

There's also things like generators and ventilation systems that can be on roof tops ... might explain the electricity too.



Blame it on Microsoft, God does.



Quote
Re: dm_residential
Posted by midkay on Thu Jul 27th at 9:48am 2006


I think it's important to the map's flow that the player be able to simply jump off the roof of the map wherever he wants as long as it's toward the gameplay area.. fencing it off so there are only a few openings or making the player deal with a fire escape sounds potentially cumbersome. I'll probably just add some alleys so the player has somewhere to jump to on all sides and be done with it. Although I might add fire escapes anyways (but that's another concept altogether).

Hm, a pidgeon coop.. not in real life, I don't think I've seen one. Seems like a familiar concept, though; I'm sure i've seen it in movies or at least photos before. image

I appreciate your suggestions. I'll have to think about it and see if I can come up with anything else. image

[edit]
Ventilation systems, right. I still need to think about the generator/electricity situation. I need to destroy buildings in a way that they could still have power.. smiley



-- midkay



Quote
Re: dm_residential
Posted by Addicted to Morphine on Thu Jul 27th at 9:52am 2006


Roof vents, chained link fences housing generators, solar panels, or a water tower? Or, you can just make the roof tiered, so there are other parts of the building that are higher and have roofs that you can't access. Like, say your building from the top down has a few elevated sections, conveniantly too high to climb up to or jump to.

The alley idea might just be the best one though.

Edit: The above was posted before I saw your edit.





Quote
Re: dm_residential
Posted by midkay on Thu Jul 27th at 9:56am 2006


Hey Addicted;

Tiered roofs are an interesting idea. I was thinking I needed to do something like this or at least have other, taller buildings closeby so I don't have to extend the skybox+environment to the horizon. <img src=" SRC="images/smiles/icon_smile.gif"> I'm liking the alleyway idea though. I'll probably try that first. Hopefully it comes out looking good and I can continue on.. getting some good work done. <img src=" SRC="images/smiles/icon_smile.gif">



-- midkay



Quote
Re: dm_residential
Posted by Addicted to Morphine on Thu Jul 27th at 10:00am 2006


Yeah, tiered roofs at least would stop them from looking out forever over unplayable areas, but the more I think about it the more I realize you have your work cut out for you to enclose the map. You could do the whole HL1 trick of having a mountain or hill with a tunnel on one side, but I guess that's kinda hokey at this point, maybe.



Quote
Re: dm_residential
Posted by Elon Yariv on Thu Jul 27th at 10:09am 2006


? quote:
I think it's important to the map's flow that the player be able to simply jump off the roof of the map wherever he wants as long as it's toward the gameplay area.. fencing it off so there are only a few openings or making the player deal with a fire escape sounds potentially cumbersome. I'll probably just add some alleys so the player has somewhere to jump to on all sides and be done with it. Although I might add fire escapes anyways (but that's another concept altogether).


Who said the fence has to be around all the edges of the buildings? It can be ramed/smashed in many places. And you only need to prevent the player from jumping of from few roofs and not on all of these roofs.

Here is another city map. It's more similar to your theme too.

Here are two more DM city maps. And here is a third one, the base map to the other two.



Elon Yariv



Quote
Re: dm_residential
Posted by midkay on Thu Jul 27th at 10:25am 2006


Addicted... gah, that's getting old. How about Morph. <img src=" SRC="images/smiles/icon_smile.gif">

Morph:

Yeah, it's not gonna be very simple.. I'll definitely have to resort to several tall/large buildings to help block some visibility.. and just fill in whatever the player can see past.. that'll take a while to get right. That'll come later anyways, after I finish the flow/layout.

Elon:

I didn't mean around all the edges of the buildings, just one of them. The player can only access the roof of one building and thus I only need some way to hinder him from jumping off it in two directions that are edges to the map more or less, or an environment where he can jump to that's not outside the map (which I'm leaning towards). To have fences, they'd either have to be all around the roof (which is a bit weird on itself, I've never really seen a building roof surrounded by fences) - this is ruled out due to gameplay reasons - or only on two sides more or less. They'd have to be busted out in *many* places to keep gameplay similar to how it is.

Thanks for the links, those look like some maps to certainly have a look at. <img src=" SRC="images/smiles/icon_smile.gif">



-- midkay



Quote
Re: dm_residential
Posted by midkay on Thu Jul 27th at 9:15pm 2006


Okay, a few screens from last night's build.

1, one way to seal one edge of the map: http://img382.imageshack.us/img382/7442/residential1ti6.jpg

2, probably-temporary way to seal another edge: http://img382.imageshack.us/img382/1616/residential2hs7.jpg

3, restaurant area I haven't really shown yet: http://img382.imageshack.us/img382/4638/residential3fq7.jpg

4, new park area (lighting needs work): http://img59.imageshack.us/img59/1430/residential4pa4.jpg

5, new park area again (lighting needs work again): http://img127.imageshack.us/img127/8956/residential5jo4.jpg



-- midkay



Quote
Re: dm_residential
Posted by Elon Yariv on Thu Jul 27th at 11:44pm 2006


Nice hotel.(the building above the park)

About the restaurant, it's very nice except that that broken wall really annoys me. When a brick wall is broken it usally breaks into bricks not like what happaned in your map. Your wall look like the paint job on the brick part. Maybe you should add between two thin layers like the one you used a brick wall, then it'll look awsome.

image

This is a good example for a broken brick wall.



Elon Yariv



Quote
Re: dm_residential
Posted by midkay on Thu Jul 27th at 11:55pm 2006


Yes, exactly - when I created the broken part I was so tired I just didn't have the strength to start adding rubble/more realism to it, i just stopped after cutting it out a bit. Nice example, though - I'll get around to it soon. Sooo much to do. image

Thanks for the compliment and suggestion!



-- midkay



Quote
Re: dm_residential
Posted by Addicted to Morphine on Fri Jul 28th at 12:47am 2006


I really like the restaurant, and the first example of how you're going to seal off the map works well, you just need to make the buildings next to the pile of rubble broken down so it looks like the wreckage came from the buildings nearby, and not just out of nowhere <img src=" SRC="images/smiles/icon_smile.gif"> I'm sure that was on your list of things to do already.





Quote
Re: dm_residential
Posted by midkay on Fri Jul 28th at 12:54am 2006


Something I was thinking about <img src=" SRC="images/smiles/icon_wink.gif"> So much to do...

Honestly, the usage of "I was going to do that, just didn't get around to it" and "Ran out of time for that, I'll do it soon" is starting to sound excuse-ish -- it's not. I'm overwhelmed!! Don't hate me. <img src=" SRC="images/smiles/icon_biggrin.gif">

Working on the brick-look now.

Thanks for the comments, Morph!



-- midkay



Quote
Re: dm_residential
Posted by Finger on Fri Jul 28th at 3:49am 2006


You're doing a good job man. It's nice to see new mappers who actually want and use feedback. Slow and steady wins the race - just keep working on it here and there and it will come together for you. You must also realize that most mappers go through quite a few maps before they really come to terms with the craft and can fully realize their creations. So don't get discouraged... there will come a time when you look back at this map and wonder why it was sucha challenge.

I remember when I first opened worldcraft back in 98. I wanted to create a rock canyon, so I made a big block, then took a little block and started carving into the big block with it... trying to create a staggered rock surface. Well, needless to say, it didn't work out to well.






Post Reply