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 French Toast on Tue Jan 3rd 2006 at 3:24am

Dude, a Blade Runner map done right would kick some serious ass.

Looks sweet Mr.
0 starsPosted by CooliO on Mon Jan 2nd 2006 at 4:11am

Someone sugested that the buildings in the map and 3d box had a function like a mall, office etc. I agree 100%
If your are going for that dark look, may I suggest that you take a look at the movie "Blade Runner"
0 starsPosted by Belgarion on Sat Dec 31st 2005 at 9:47pm

Just saw the new pics. Looks really good. Get some nice custom texturing in there (or make a new set from HL2 textures. that's always fun) and get it finished! Nice work.
0 starsPosted by reaper47 on Sat Dec 31st 2005 at 3:42pm

I just tried it out and it looks quite monumental. It's still hard to imagine what it will look like in the final version. It seems to be quite texture-reliant so make sure you don't underestimate that part (I only see orange room textures yet)!

The layout looks very fluent. Maybe too fluent for my taste, it feels more like a Quake 3 map than a HL2 one in the middle areas. But that's just a matter of taste I guess <img src=" SRC="images/smiles/icon_wink.gif">

One more thing about the "cloud city" theme. I found it hard to really see "clouds" in the foggy area on the ground. Maybe if you open up the skybox more, so you could see larger parts of the horizon and how high you actually are this could help to establish the "high in the clouds" theme more!

Anyways, it already looks very promising!
0 starsPosted by ReNo on Sat Dec 31st 2005 at 2:13pm

Cool stuff man, I'll try and get around to taking a look in the next few drunken/hungover days <img src=" SRC="images/smiles/icon_biggrin.gif">
[author]
Posted by MisterBister on Sat Dec 31st 2005 at 1:35pm

Allright everyone, time for an update.

Ive managed to make the map fully playable with weapons and all, and have playtested it with some friends.
The current Alphaversion is 44. Theres no real visual changes since the last update I made, I just made it playable.


You can download the alphaversion here:
http://www.home.no/misterbister/maps/dm_cloudcity_a44.zip


Below is info pasted from the .txt document that follows the .zipfile:


><><><><><><><><><><><><><><><><><><><><><><><><><
Dm_cloudcity Alpha 44
><><><><><><><><><><><><><><><><><><><><><><><><><

Release date: December 31 2005, Gothenburg, Sweden
Half-Life 2 Deathmatch (HL2DM)

====================================================
Title: Dm_cloudcity Alpha version 44
Name: dm_cloudcity_a44
Author: Filip "MisterBister" Coulianos
Email address: f_misterbister@hotmail.com
URL: none specific.
Description:

This time its about Clouds, and a BIG sci-fi city high enough to reach them.
The map takes place on "streets" between the skyskrapers aswell as indoors.
In addition to the cool outdoor fighting, the players battle through scientific labs,
cargo areas aswell as elevator shafts.

====================================================
Play information

Deathmatch: Yes (4-12+)
Team deathmatch: No real support yet
New sounds: no
New music: no
New textures Yes, by skurmedel.

====================================================
Construction:

Base: none
Editor: Hammer World Editor V4
Other progs: Batchcompiler and CST
Known bugs: none
Build time: 4 months and counting

====================================================
Installation notes:

Unzip the dm_cloudcity_a44.zip file into this directory:
SteamSteamAppsyouraccountnamehalf-life 2 deathmatchhl2mp

====================================================
Other notes:

This is an alpha-version and is compiled for playtesting purposes only.
If you have suggestions, feedback or anything you want to tell me, please don't hesitate to send me an email:
f_misterbister@hotmail.com

? 2005 Filip "MisterBister" Coulianos
====================================================
[author]
Posted by MisterBister on Sun Dec 25th 2005 at 1:18pm

? quote:

If you're wondering about flying vehicles in the 3D skybox you can try and figure out how they did it in the newest DoD:Source map.

Also -- it's looking really nice man. How much of the final playable area will be indoors? Or will it only be this main outdoor area?


I dont have DOD:Source, but hopefully, the sourcewiki has some info about it.

The indoor areas will be like 1/3 of the map roughly estimated. I have taken pics of almost all indoor areas if you take a look here:
http://www.home.no/misterbister/Bilder/dm_cloudcity/

? quote:

I like it, but I feel that your "buildings", so to speak, are a little... well, flat.
I realize that it might be the dev textures that you're using that may be causing this -- since they seem to consist of solid colors, a number or two,

and white lines But I'm saying that your buildings seem to lack any fine detail or extrusions from them. An example (not saying you need this

specifically) would be window sills, or maybe bars around a window -- for whatever the reason would be that you needem'.
But then again, since it looks like a citadel themed map, it may perfect, if that's what you're making


Thanks for the feedback, and yes. The buildings look a bit flat, however i dont dare to add detail until the map has been tested on slower machines

than my own. Right now, the map contains MUCH more polygons in the outdoor scenes than you can cover with one screenshot, so its hard to show.

? quote:

Looking very cool, reminds me of Stargate Atlantis. As far as flying vehicles go it is possible to make props move on a path, very much like you could

do with brushes in hl1, which is how they got the bombers to fly in dod source. Don't ask me how though, I don't have a clue :P. Keep up the good

work, its certainly looking impressive.


Never seen Stargate Atlantis, but thanks for the kind words anyway =).
Is it possible to have brushbased things flying on paths aswell as props, like the func_tracktrain?
0 starsPosted by Agent Smith on Sat Dec 24th 2005 at 11:41am

Looking very cool, reminds me of Stargate Atlantis. As far as flying vehicles go it is possible to make props move on a path, very much like you could do with brushes in hl1, which is how they got the bombers to fly in dod source. Don't ask me how though, I don't have a clue :P. Keep up the good work, its certainly looking impressive.
0 starsPosted by G.Ballblue on Fri Dec 23rd 2005 at 9:38pm

I like it, but I feel that your "buildings", so to speak, are a little... well, flat.
I realize that it might be the dev textures that you're using that may be causing this -- since they seem to consist of solid colors, a number or two, and white lines But I'm saying that your buildings seem to lack any fine detail or extrusions from them. An example (not saying you need this specifically) would be window sills, or maybe bars around a window -- for whatever the reason would be that you needem'.
But then again, since it looks like a citadel themed map, it may perfect, if that's what you're making
0 starsPosted by Addicted to Morphine on Fri Dec 23rd 2005 at 4:31pm

If you're wondering about flying vehicles in the 3D skybox you can try and figure out how they did it in the newest DoD:Source map.

Also -- it's looking really nice man. How much of the final playable area will be indoors? Or will it only be this main outdoor area?
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