Dm_Cloudcity


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Game: Half-Life 2: Deathmatch
Added Mon Nov 27th 2006

Map Description

This map has a discussion topic which can be visited here

After about 14 months, the map is finally "finished".

For you guys who havent heard about the map before:
The map takes place in a futuristic city high enough to reach above the clouds.

One thing that i really miss is that very few people actually write stuff about how they did their maps, and how they thought when they did them. So I wrote one myself called <A HREF="http://www.leveldesign.nu/filer/banor/dm_cloudcity/cloudcity_english.pdf" TARGET="_blank">&quot;the story behind dm_cloudcity&quot;</A>

The textures is partially made by me, partially by Skurmedel, partially by Teddybear, partially by Valve, and partially by IZaNaGI.


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0 starsPosted by Addicted to Morphine on Tue Feb 14th 2006 at 12:55pm

The images appear to be broken (at least for me).
[author]
Posted by MisterBister on Tue Feb 14th 2006 at 12:41pm

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

Progress:
I havent done anywhing to the map since the last week because of s**tty school work which me and my group had to present, and it went straight to hell.. Anyways, ill hopefully be alble to give you some updates next week.





? quote:

Much better inside.

Those offices with lights on?

You need more variations. Executives have big windows, peons tend to have none, or very

small ones.

Offices have mainly florescent lighting so I would try to stick with blue tinted varieties

of light.

Another thing to consider. Floors average 10-15 feet apart (if you add in ventilation and

plumbing and such). Each floor having some sort of a window.

IMO, you have to many windows.


Thanks for the feedback about the big windows. Ill look into that.





? quote:

Interiors are looking much better, good work on that. Watch the alignment of the tiled floor in the last picture though - looks a bit awkward as it is. You may want to put a trim or something around the edge of the floor holes to cap off the transition a bit better. I'm not too keen on that shot of the exterior for some reason - probably because it is less "busy" than the other shots and the lighting is a bit bland - but I think the windows are probably an improvement. Would be nice to see them in one of areas you had shown shots of before to do a comparison.


The indoor levels are still WIP, thanks for the heads up anyway. The pic is only showing the 3D-sky. Heres a pic for easier comparison:






? quote:

textures dont show up for me
Do they go in half-life 2 deathmatchhl2mpmaterialsdm_cloudcity?


The materials should be in half-life 2 deathmatchhl2mpmaterialsmapsdm_cloudcity.
However the old alpha version that is available is almost completely covered with the grey dev textures.
0 starsPosted by MJ on Mon Feb 6th 2006 at 1:24am

textures dont show up for me
Do they go in half-life 2 deathmatchhl2mpmaterialsdm_cloudcity?
0 starsPosted by ReNo on Sun Feb 5th 2006 at 5:46pm

Interiors are looking much better, good work on that. Watch the alignment of the tiled floor in the last picture though - looks a bit awkward as it is. You may want to put a trim or something around the edge of the floor holes to cap off the transition a bit better. I'm not too keen on that shot of the exterior for some reason - probably because it is less "busy" than the other shots and the lighting is a bit bland - but I think the windows are probably an improvement. Would be nice to see them in one of areas you had shown shots of before to do a comparison <img src=" SRC="images/smiles/icon_smile.gif">
0 starsPosted by Orpheus on Sun Feb 5th 2006 at 5:43pm

Much better inside.

Those offices with lights on?

You need more variations. Executives have big windows, peons tend to have none, or very small ones.

Offices have mainly florescent lighting so I would try to stick with blue tinted varieties of light.

Another thing to consider. Floors average 10-15 feet apart (if you add in ventilation and plumbing and such). Each floor having some sort of a window.

IMO, you have to many windows.

/ 2 cents.

[author]
Posted by MisterBister on Sun Feb 5th 2006 at 5:32pm

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:

Time for a small update.

Ive had lots of great feedback from all over the place, thanks alot for that everyone. This week ive been working on the indoor environments, a good friend made a new texture for the windows on the skyskrapers. The texture is not final, but much better than the one before i think.


Heres a pic of the new warehouse. I started with chopping a hole in the floor and continued from there, personally i think it looks pretty cool, however its not done yet. Feedback would be very helpful =).


Heres a pic of the new windows. (Yes i know about the texture alinment, im workong in that).


Heres a pic of the new lab. The area felt a bit claustophobic, and i didnt have very much space to build on, so I added windows to make it feel less tight.
0 starsPosted by Addicted to Morphine on Tue Jan 31st 2006 at 3:38am

I agree with Orph and ReNo as well.

I really like the outside areas, because I can't even tell where the 3Dskybox begins and where the level ends, because it seems legitimately alive, and because its got so much depth.

The indoor areas can't compare right now... seems like corridors and crates, just judging from the shots.

Also, I don't really like the light texture (the big white spot with the little white spots around it) that you've got in the hallway. You might be better served using a model.
0 starsPosted by Orpheus on Mon Jan 30th 2006 at 4:58pm

? quoting ReNo
I agree with Orph entirely.

*blushes*

Its rare to see the words "agree" and "entirely" in any response that also has "Orph" in it.

Thanx Duncan.

0 starsPosted by ReNo on Mon Jan 30th 2006 at 4:02pm

I agree with Orph entirely. Your exteriors are visually astounding - there is so much to look at and the architecture spans such a large area, that its hard not to be impressed. The interiors however are almost entirely unremarkable. Get some depth to your interior architecture and bring it up to par. Take a look at this thread one mapcore, as I3yG-MaK posted a far better demonstration of doing so than I have to hand <img src=" SRC="images/smiles/icon_smile.gif">

http://www.mapcore.net/forums/viewtopic.php?t=4265&start=15

I'll try and give it a run through soon and give some feedback.
0 starsPosted by Dark|Killer on Mon Jan 30th 2006 at 1:57pm

Well, thats a better certique than mine, but its still a freakin attractive, lovely, pleasant, delightful, appealing, good-looking, lovely, gorgeous, stunning, striking, fine-looking, attractive, astonishing, astounding, remarkable, wonderful, incredible, startling, marvellous, miraculous, surprising, mind-blowing , mind-boggling , staggering map <img src=" SRC="images/smiles/icon_biggrin.gif">
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