Posted by Riven on Mon May 2nd 2005 at 11:37pm
You know i was thinking about that,....yeah sure i could add some ruble textured displacements on the road, but i reall couldn't explain them considering the fact that there arn't any tall enough buildings to drop rubble from a far. Besides i wanted to give it that look of still slightly in order before destruction. Most city maps are created to resemble the same "section of city that is in dissaray." Well it just hasnt occured here yet. Yeah, the combine has it blocked off, but no "real" destruction has yet to occur. Its a "clean" map, but i understand where your comming from,....It is too easy to just create something to make it look awsome, or to add gameplay physics, but i have to "explain" where things have come from, I believe i will create some kind of explosion on the street, and maby that will be suffice, what whith all the rubble an explosion would create, put one of those headcrab canisters in it, that would be an awsome way of explaining it!, anyhow, the may does have some features that you cant see in these three pics: a full functioning three level apartment elevator, many behind routes to get to other parts of the map. About 50% of the buildings that you see in these screenshots are able to be accessed and fought in. They all have an alternate path leading in/out some just an exit, creating for some very close combat. Hence the name "closequaters". Thanks for the crit though, very much appreciated....
You know i was thinking about that,....yeah sure i could add some ruble textured displacements on the road, but i reall couldn't explain them considering the fact that there arn't any tall enough buildings to drop rubble from a far. Besides i wanted to give it that look of still slightly in order before destruction. Most city maps are created to resemble the same "section of city that is in dissaray." Well it just hasnt occured here yet. Yeah, the combine has it blocked off, but no "real" destruction has yet to occur. Its a "clean" map, but i understand where your comming from,....It is too easy to just create something to make it look awsome, or to add gameplay physics, but i have to "explain" where things have come from, I believe i will create some kind of explosion on the street, and maby that will be suffice, what whith all the rubble an explosion would create, put one of those headcrab canisters in it, that would be an awsome way of explaining it!, anyhow, the may does have some features that you cant see in these three pics: a full functioning three level apartment elevator, many behind routes to get to other parts of the map. About 50% of the buildings that you see in these screenshots are able to be accessed and fought in. They all have an alternate path leading in/out some just an exit, creating for some very close combat. Hence the name "closequaters". Thanks for the crit though, very much appreciated....
Posted by Orpheus on Mon May 2nd 2005 at 11:02pm
My only crit at this time is the flat plain the terrain has. Yeah, many city blocks have that look, but its just to easy to add some variety to maps in HL2.
If you have the frame rates to spare, add something.
The map looks like "overwatch" before the building was blown up ![]()


