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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Discussion
0 starsPosted by Orpheus on Mon Jan 30th 2006 at 1:52pm

1st off, the maps progression is phenomenal. You advancement from your earlier works is obvious.

That said, I am getting the distinct impression that you are centering your concerns on vista's again. Your earlier works did this. You seem overly concerned with long lines of sight. I think/feel that you should concentrate a tad bit more on your inside, short line areas more. The outside looks so good that I would (just looking at the images) say its on par with many of the big gaming title releases. However, the inside areas look as if they were added begrudgingly. I realize that that sounds a bit harsh, but as I said, I can only judge by the screens.

Look at all the screens that are less grand in distance seen. They are all bland, or nearly bland in comparison to "The Fifth Element" scenes of the outside section. The outside has architecture to spare. The inside has... boxes. The outside has colors and moving/animated scenes, the inside has boxes.

At the very least, add some color inside and many of the animated scenes, possibly via televisions or monitors. It has been my experience that movies and maps of this theme that are successful have inside areas full of advertisements with flashy bits and bobs.

I feel that this map will fall short of the expectations if all of its areas are not equally addressed. A picture may have launched a thousand ships, but many more pictures have sunk to the depths of obscurity because of short sightedness.

/2 cents

0 starsPosted by Dark|Killer on Mon Jan 30th 2006 at 12:06pm

No wonder why i love you that much...

lol, seriously, thats really one 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 i have seen these recent days, and i mean it...

Nice going bro, keep it up...( downloading it right now )

ps. arent these skybox-building textures, animated posters, and flying cars, as same as the ones in dm_neon ??

--anyway a really wonderful job you acheived <img src=" SRC="images/smiles/icon_biggrin.gif">
[author]
Posted by MisterBister on Mon Jan 30th 2006 at 8:16am

Progress:
It has been a long time since i updated you with some pics, but now im here again.
Since the last update ive been working mainly on learning photoshop and adding colours to the map. Enough said, heres the images:

image
First off is an overview. Ive lighten it up a bit and added more colour. Here you can also see the clouds ive been working with, however im havinga real hard time adding the same spritebased clouds in the 3D-sky. They just wont show up. Ive tried func_smokevolume aswell, but then i just get an error saying that the material hasnt been precached or something like that.

image
An overview from another angle. The most notable thing is the blue and red screens, however ive also added two big holes on the "bridges".

image
Same scene from another angle (again..). Here you can see some of the spotlights added in the 3D-sky aswell as ads in the 3D-sky. They will be replaced with something more appropriate in due time.


image
Ive added the red area to make this tunnel more interesting. The crate textures is actually made by me aswell.

image
Ive added some textures in here aswell. The crate textures are all made by me. Not the most pretty work you have seen i guess, but they work =P.

image
Ive added the red area aswell. You can actually jump down there and get yourself healed and get armor with suitcharges. The bad thing is that people can easily drop down grenades when you heal up, and since its difficult to get out of that area you will probably get killed trying to get out of there if you are discovered.

image
A pic of the 3D-sky. Ive added the glow to the lights aswell as new textures to the buildings.

image
This area is shaping up pretty well. I dont remember showing a pic of this area until now.
0 starsPosted by DrGlass on Sun Jan 22nd 2006 at 10:58am

Check out pictures of real night time buildings, they arn't just white holes. I would shoot for an animated texture that gave them a VERY slight shimmer (too much would make all you buildings look like they were moving around)
[author]
Posted by MisterBister on Sun Jan 22nd 2006 at 2:03am

Progress:
Im currently working alot with textures and have given most of the map textures. However some areas, like the warehouse, is almost untouched at present. Im also experimenting with cratetextures that ive made. Perhaps ill keep them, perhaps not. Ive also added lots of small detail, and areas, that will increase the fun-factor. Im also working on the lighting to make it more colourful. Hopefully ill give you some images in about a week.

? quote:
I love what you have done to the place. As for the ad. maybe you could use the heads from some smiling rebel girl models to make it more HL2'ish.


I dont intend to make the map HL2'ish.

? quote:
somehow the windows in the skyscrapers seem too small to me, but maybe i'm not seeing the proportions right. In the 3rd pic, the stream of spaceships seems too non-random. maybe draw some spaceships in a different shape / color and unequally spaced apart. also dont forget to add some sort of (background/soft) noise for the stream of spaceships, would be weird without it i think. nice idea though, and idd cheap <img src=" SRC="images/smiles/icon_smile.gif"> wonder how the effect ingame is.


Ive had lots of feedback regarding the windows (even from my girlfriend). Ill try to make new windows by myself which will variate more in colour and be more separated and detailed. Im trying to create spaceship-lanes, thats why they are so non-random.

? quote:

Yeah, the windows do look too small, considering how close you are to the buildings. Try giving them "frames" and making them larger - and maybe even having a few more lights switched off?

Would it be possible to maybe have the ads on a billboard that floats? Little jets coming out the bottom, flips

over... that would look cool.


Ive been playing with of floating billboards, however im not sure if ill use them.. Ill have to do some more tweaking before i decide anything.


? quote:

My favorite mp map is ofc_beach5, but I read some reviews that the textures looked off and that it was a rush job etc., with no consideration to how much fun it is. When you're running around a corner who cares if if a rock was used several times. Plus, the plethora of secret areas in the map always keeps you guessing. I don't care what chinese food looks like as long as it tastes good. Same with mapping. A map can look brilliant, but its not fun to play, who cares. I think there are 2 camps of critics, those that judge whether the visuals and theme really look nice, and those that are concerned with gameplay (and some of both I'm sure). Personally, I prefer the latter. I do have a lot of admiration for those that make maps look so professional though.


Well, I really prefer good gameplay. However, its not easy to have good gameplay when you have nobody who whats to test the map. Luckily, ive got my friends and we have been gametesting a few times. And its been real fun, Im adding elements to increase the fun-factor right now.

? quote:

I love the way you are taking this map mate, it's feeling very grand and memorable already. As the others said, the windows could probably do with being a bit bigger, and the floating vehicles would be better if a bit more sporadic (I get that you may be going for the concept of "sky lanes" or the like, but the gaps between cars and the car variant layout is a bit too noticable uniform at the moment), but it's coming on very very nicely.


Thanks, as i said, im working on the windows. As for the spaceships, I don't agree.
0 starsPosted by ReNo on Thu Jan 19th 2006 at 5:57pm

I love the way you are taking this map mate, it's feeling very grand and memorable already. As the others said, the windows could probably do with being a bit bigger, and the floating vehicles would be better if a bit more sporadic (I get that you may be going for the concept of "sky lanes" or the like, but the gaps between cars and the car variant layout is a bit too noticable uniform at the moment), but it's coming on very very nicely.
0 starsPosted by jeffjohnvol on Thu Jan 19th 2006 at 4:29pm

? quoting Addicted to Morphine
MisterBister, thanks for sharing that article. I only got through part of it, but it was interesting.

I'm only partway through the article myself, and I agree with the author about gameplay trumping visuals.

My favorite mp map is ofc_beach5, but I read some reviews that the textures looked off and that it was a rush job etc., with no consideration to how much fun it is. When you're running around a corner who cares if if a rock was used several times. Plus, the plethora of secret areas in the map always keeps you guessing.

I don't care what chinese food looks like as long as it tastes good. Same with mapping. A map can look brilliant, but its not fun to play, who cares. I think there are 2 camps of critics, those that judge whether the visuals and theme really look nice, and those that are concerned with gameplay (and some of both I'm sure). Personally, I prefer the latter. I do have a lot of admiration for those that make maps look so professional though.

0 starsPosted by Gwil on Mon Jan 16th 2006 at 3:16pm

Yeah, the windows do look too small, considering how close you are to the buildings. Try giving them "frames" and making them larger - and maybe even having a few more lights switched off?

Would it be possible to maybe have the ads on a billboard that floats? Little jets coming out the bottom, flips over... that would look cool.


0 starsPosted by BlisTer on Sun Jan 15th 2006 at 2:50am

somehow the windows in the skyscrapers seem too small to me, but maybe i'm not seeing the proportions right. In the 3rd pic, the stream of spaceships seems too non-random. maybe draw some spaceships in a different shape / color and unequally spaced apart. also dont forget to add some sort of (background/soft) noise for the stream of spaceships, would be weird without it i think. nice idea though, and idd cheap <img src=" SRC="images/smiles/icon_smile.gif"> wonder how the effect ingame is.
0 starsPosted by CooliO on Fri Jan 13th 2006 at 6:46pm

I love what you have done to the place. As for the ad. maybe you could use the heads from some smiling rebel girl models to make it more HL2'ish.
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