dm_stonepark_b1
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Re: dm_stonepark_b1
Posted by Juim on Sun Jul 23rd at 5:43pm 2006


As stated in my profile, this was intended for the 2006 mapping competition, but I just could'nt muster enough personal time to submit by the deadline. I am now going to add some areas and expand on the theme a bit. Here are some very early screens showing where I am at right now.

http://gamersdiner.com/images/nextmap00.jpg

http://gamersdiner.com/images/nextmap01.jpg

http://gamersdiner.com/images/nextmap02.jpg

http://gamersdiner.com/images/nextmap03.jpg

http://gamersdiner.com/images/nextmap04.jpg

http://gamersdiner.com/images/nextmap05.jpg

comments/crits welcome(although not expected really at this stage of the process).




Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead



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Re: dm_stonepark_b1
Posted by [FF]FNDR.Jake_Brake on Sun Jul 23rd at 9:40pm 2006


Wow!! This is looking sweet!!! I would love to play test this map when you are ready on our [FF] servers!! Can't wait to try it out!



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Re: dm_stonepark_b1
Posted by Finger on Sun Jul 23rd at 9:45pm 2006


Juim, it looks like an interesting start. I like the fact that you are pushing shapes and trying to create some interesting architecture. I know it's a very early version, so I won't nitpick the details. My biggest question is, what exactly is your theme? At the moment, it seems like you are going to town with interesting shapes and layout, but not really trying to focus the 'what' of the map, if you get me. So what is this place? What type of environment are you trying to sculpt here?



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Re: dm_stonepark_b1
Posted by Juim on Sun Jul 23rd at 9:56pm 2006


Initially, I was going for one of those outdoor malls like you see all over the downtown areas. The three main arches (not depicted too well in the screenshots) are the entrance/exit to a subway station. The area outside of the tall metal arches is the exit to the street and an industrial area. Behind that will be a pier, (I hope) , and that should be it. It started out as an experiment to see if i could create a box map, but one with some play value and eye candy. Since I missed the contest deadline, I figured I would go ahead with the other main areas.

Note: I am thinking of putting a sign outside of the park area

Jamestown Unified Industrial Museum.

hehehe.





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Re: dm_stonepark_b1
Posted by Addicted to Morphine on Mon Jul 24th at 3:18am 2006


Juim, even at 20%, this map is a huge improvement over your last. Things like scale, shape, and texturing all look much better.

The centerpiece of the level looks a little strangely proportioned (like it's too top heavy?) but still, it's early.





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Re: dm_stonepark_b1
Posted by reaper47 on Mon Jul 24th at 9:42pm 2006


Some refreshing forms and shapes. I thought I'd get a bit picky about the not-so-obvious theme but ultimately I figured I don't care. Looks interesting. That's all I need for now. Themes are for CS anyway <img src=" SRC="images/smiles/icon_biggrin.gif">

The cylinder-shaped building in the middle looks a bit unstable. Maybe because of the thin walls and the thin colums that hold it.

I'm not sure about the shiny white tiles texture on the walls? It distracts a bit too much from the other (much more interesting) architecture. I don't know if it would be better to change it or to add more detail to establish the part more as a background.




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Re: dm_stonepark_b1
Posted by Juim on Sat Jul 29th at 7:11pm 2006


Here are some more screenies depicting this mornings work. I think I am going for early morning. That time between darkness and light when the sky is almost blue and the street lights have'nt turned off yet. Before the bustle of people clogs the streets.(My favorite time of day).

http://gamersdiner.com/images/nextmap07.jpg

http://gamersdiner.com/images/nextmap08.jpg

http://gamersdiner.com/images/nextmap09.jpg

http://gamersdiner.com/images/nextmap10.jpg

http://gamersdiner.com/images/nextmap11.jpg

http://gamersdiner.com/images/nextmap12.jpg

http://gamersdiner.com/images/nextmap13.jpg

I am almost ready to move on to the underground part of the map. Still nowhere near finished with detailing the upper areas, but I want to keep moving forward with the basic architecture.





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Re: dm_stonepark_b1
Posted by Juim on Sun Aug 6th at 12:01am 2006


Well, I am still working on this, albeit in little chunks on weekends. Today I changed the lighting, trying to creat a more early morning feel to the map. Heres todays work.

http://gamersdiner.com/images/nextmap14.jpg

http://gamersdiner.com/images/nextmap15.jpg

http://gamersdiner.com/images/nextmap16.jpg

The lighting is very rough, but the new awning thingy has a nice feel to it. I was inspired by a resturaunt I drove by on the way to work the other day. I will keep posting weekly, but forgive me for the slow progress. I intend to also add some kiosks and a few other ground based items to provide cover from the higher levels.





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Re: dm_stonepark_b1
Posted by Addicted to Morphine on Sun Aug 6th at 7:15am 2006


You know Juim, I like how your level have a unique look to them. I don't quite know how to explain them, but there's a slight touch of surreal to your architecture and setting. I hope you don't take that as a knock against your work (if you were attempting for 100% realistic recreation of an area) but rather as a compliment, because I see your level as potentially standing out from the generic.

Also, I like the z-axis stuff I'm seeing, especially in the 3rd shot.





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Re: dm_stonepark_b1
Posted by Juim on Thu Aug 17th at 3:22pm 2006


Heres an overview so far. I am going to try and get started on the basics of the subway station beneath the map this weekend.(although I am working saturday, so sunday is my only hope).





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Re: dm_stonepark_b1
Posted by Orpheus on Thu Aug 17th at 9:15pm 2006


I've only stopped complaining about file sizes. I have NOT stop noticing them. Please cut this old man some slack.

As to the content, I am going to reserve judgment until I can go in and look myself. Pictures really aren't that good a medium to judge but, from the aspect you have illustrated, it looks like a box with stuff inside. High quality stuff, but still stuff. Have you got a really neato skybox planned to break up that box feel yet?

It would be kinda neat if you made it look like a city was teleported unto an asteroid or something. Having a barren landscape all about would look real nice.

*whispers*

If all goes well, I leave for LA on Sunday. <img src=" SRC="images/smiles/icon_wink.gif">





The best things in life, aren't things.



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Re: dm_stonepark_b1
Posted by Juim on Mon Jan 1st at 9:21pm 2007


Well as you can see I am resurrecting this thread to let you know I have'nt stopped working on this map. I feel like running this map through the snarkpit ringer as much as necessary to have a better mapping experience than my first release for HL2. Hopefully this one will actually get some play as I feel it's a much better map than waterwerx. If you check the maps profile I noted that among the things left to do aside from the basics, is opening up the subway on either side and have trains run in each direction randomly. I am also considering having one or more of the elevators actually function, although I am hesitant for some reason.

Keep in mind that this is an alpha, no weaponry, and basically lit. The screenshots are updated, and there is a download now. Your input is greatly appreciated.




Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead



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Re: dm_stonepark_b1
Posted by Naklajat on Tue Jan 2nd at 6:04am 2007


? quote:
I am also considering having one or more of the elevators actually function, although I am hesitant for some reason.
Elevators don't really work in multiplayer Source games, IIRC.



=o



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Re: dm_stonepark_b1
Posted by Juim on Tue Jan 2nd at 1:41pm 2007


That is my feeling as well, especially in DM. Perhaps I will make the shafts climbable as if the elevators were out of order.



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Re: dm_stonepark_b1
Posted by reaper47 on Tue Jan 2nd at 2:36pm 2007


Lifts can work semi-fine with func_tracktrains. I can try and help you with them, if things don't work.

The map seems to really take shape, judging from the screenshots. I'll download and have a look perhaps later today.

The only issue I think I can predict so far is that it could grow too large easily. Especially the last two screens look very big and disconnected from the main area. It's hard to tell from screenshots alone, though. Maybe you should try and cut off some of the outer parts while it's not too late. I dunno. It's really hard to fill such big areas with gameplay and further decorations without making them look empty. Maybe I'm over-interpreting things here but it's something you could consider.

Anyways, nice map.

[edit:]


Alright I had a quick run through the map and liked what I saw a lot, while maybe the alpha state helped me to accept some rather gray-ish texturing.

Things I noticed:


  • The underground parts indeed seem to be separated from the main part too much. I'm afraid trying to get some connectivity between the areas will be a nightmare. I know it's brutal but consider cutting these parts. I liked the ring-statue. It would surely look good somewhere on the outside, too...
  • Use func_details for the stair brushes. I promise a 1 hour+ speed increase in vvis compile times. image
  • I get pink check board errors for missing textures on a displacement wall. I forgot to take a screenshot but I think it's the rock texture. If it's a custom one make sure it's included with right relative paths with a BSP-file integration program like packrat.
  • Cubemaps don't work. This seems to happen often lately? After you ran buildcubemaps turn on sv_cheats 1 and reload the map. Until then they aren't written into the bsp.
  • I wish I could grab those modern statue shapes with the gg. image


That's what I found so far. The architecture is very unusual and interesting. I liked the bits of lighting but surely there's a lot that can be done yet. Maybe a nicer sky. The cloudy skies always make it look like there's bad weather. Also the texturing is very, very gray but we all have to fight with the HL2 palette :/

Very promising map!






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Re: dm_stonepark_b1
Posted by Juim on Tue Jan 2nd at 7:48pm 2007


Thank you for your reply Reaper.

1.) The underground part will be better connected bh opening up the elevator shafts to ladder climbs, I will even put an exit on the uppermost level of the outside area.

2.)Actually, most of the stairs are already func_details, except for some of the lower stairways, where there are no outer brushes protecting them from the void. I will fix this.

3.)Those darn textures. I noticed this on a recent re-load of steam. It says in the browser that the texture is nature-something-er-other, so I assumed it was a standard HL2 texture. I will packrat it or change it before the final build.

4.)cubemaps will be fixed also.(thanks, I don't know how you can tell if they have been built in the map, maybe you could let me know the visual clue for this).

5.) The outside sculptures will be made into props_physics, great idea.

Also outside the park there is an undeveloped area looking out over the ocean. I have hopes of putting another shop front there or a theater marquis or something like that. I will also be adding a 3D skybox to the outside and I will look into another skymap.

Thanks again for the great input.





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Re: dm_stonepark_b1
Posted by reaper47 on Tue Jan 2nd at 11:15pm 2007


For cubemaps just type "sv_cheats 1" in console. Then "buildcubemaps". Now "map dm_stonepark_alpha1". There should be a short delay after the map finished loading. Like a 15 second lag. Then all the cubemaps are written into the BSP.

I think this was complified with some source engine update. midkay taught me the sv_cheats 1 trick, so it works nicely.

As for seeing cubemaps working. Simply use "impulse 101", take out the crossbow and it should display convincing miniature reflections on the scope that show the environment at the position of the nearest env_cubemap. Right now it's just the standard, bugged sunset sky reflection that is used as an error texture.






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Re: dm_stonepark_b1
Posted by BlisTer on Wed Jan 3rd at 6:02pm 2007


nice concept and architecture. imo some of the lighting could benefit from more harshness.

? quoting reaper47


  • Cubemaps don't work. This seems to happen often lately? After you ran buildcubemaps turn on sv_cheats 1 and reload the map. Until then they aren't written into the bsp.

lately? i've been having this problem since june last year. i need to go out of steam or load up another map before i see the effect of buildcubemaps. so sv_cheats 1 is not required imo, but this seems to be a faster solution, so thx, i'll try it




These words are my diaries screaming out loud



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Re: dm_stonepark_b1
Posted by Juim on Sun Mar 25th at 3:00am 2007


Well in my usualstyle I am still plugging away at this between 80 hour work weeks. Here are some screens:

http://gamersdiner.com/images/dm_stonepark_11.jpg

this is the noclip shot. It is a big map but not pointlessly sprawling like dm_waterwerx was.

The next few are of the inner train station.

http://gamersdiner.com/images/dm_stonepark_12.jpg

http://gamersdiner.com/images/dm_stonepark_13.jpg

http://gamersdiner.com/images/dm_stonepark_14.jpg

Finally, another exterior shot.

http://gamersdiner.com/images/dm_stonepark_15.jpg

I have included alpha2 to the download link.




Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead



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Re: dm_stonepark_b1
Posted by reaper47 on Sun Mar 25th at 11:53am 2007


Great to see the map's still alive! I'll give it a try this afternoon.






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