Melawan by Forceflow

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  • added Fri Jan 12th 2007
  • updated Fri Jan 12th 2007
  • more content for: Counter Strike Source

Map Description

I know the middle-eastern setting has been done a billion of times before (dust-like maps tend to be popular and widespread), but I'm really doing an effort to use original architecture.

(09/08: Updated screenshots)

I'm now working on basic architecture and lay-out of the map, details will be added later on.

I'm such a slow mapper.

Discussion

Posted by TMA-2 on Thu Jan 20th 2005 at 7:54pm

The brushwork and lighting are both really excellent judging from the screenshots. I'm glad to see a map that doesn't rely on inserting a bunch of prop_physics all over the place to impress people. The only thing that looks dodgy is perhaps the lightmap size on some of the faces with lots of shadow. Anyway, keep up the good work.
Posted by Forceflow on Thu Jan 6th 2005 at 4:11pm
[Author]

It's indeed, for CS:S, and even if it was allowed to send in CS:S maps, I wouldn't have a chance.

I might release a HL:DM version too, because in fact, I'm just making a Counterstrike Deathmatch map. (like "dlroweci_yf" - horresco referens, but
waay better than just 4 ugly blocks and a s**tload of weapons.) It
could work in HL:DM mode too, but I'll have to redo some
architecture for some good weapon placement.

Anyway, first this one to finish.

And Reno, I was indeed wrong. The 3d skybox does support displacement surfaces.
Posted by Nickelplate on Thu Jan 6th 2005 at 3:50pm

dammit! shudup. I knew that.... Shudup! you're a foo.... butt...man...

oy...
Posted by ReNo on Thu Jan 6th 2005 at 3:25pm

Errr, its for CS:S foo :razz:
Posted by Nickelplate on Thu Jan 6th 2005 at 3:15pm

from what i gather from what you're saying, it should work perfectly. Now you just need to make your walls detailed and fun. Which i am sure you'll be able to do. I can't wait to play this one. Is this your contest submission?
Posted by Forceflow on Thu Jan 6th 2005 at 11:29am
[Author]

It does make sense, Nickelplate. I took a screenshot that shows an overview on how the map edges look now.

If I have things right, this should work: I place a camera entity at my
origin, and copy this entity with the edges of my map (the walls you
see now, for example)

I place this group - scaled down to 1/16 or something in a small skybox
outside of my actual map. Then, I surround these smaller walls by
displacement surfaces and perhaps some buildings. Then I delete the
outer walls I copied into my smaller skybox, and the original camera entity.

So this should work ?
Posted by Nickelplate on Wed Jan 5th 2005 at 9:14pm

You should probably put walls around the map in a ROUNDED, FREEFORM SHAPE. Then to brak up the "wall repetition" make part of the wall fallen in and crumbling. make it so you can see out into the desert hills which will be your 3d-skybox-camera-box thing(just eye candy) then just make it impossible to get out there by using a clip brush. Is this making sense? Put walls and a road going past the main part of the map with a gate on either end of the road, that will break up the walls a bit on either side, then just find some interesting things to do with the rest of it.
Posted by Captain P on Wed Jan 5th 2005 at 12:50am

Is it time yet, Mr. Forceflow? :biggrin:

Anyway, dismaps are quite versatile for me. You can even translate them (or however that sort of brush manipulating is called).

As for the skybox, does some sort of canyon with instant-death falling
damage to prevent players from wandering off too far fit in your map? :smile:
Posted by Forceflow on Tue Jan 4th 2005 at 7:24pm
[Author]

Ooh, thanks a lot. I'm going to try that.

And some gates would be cool too, thanks Reno.

Now just ignore this thread until I can release this one :razz: (at my tempo: another twenty years. And I'm only 17. :-( )
Posted by Nickelplate on Tue Jan 4th 2005 at 7:20pm

you can scale them down! in the displacemnt surface properties set the SCALE tag to 16 like the rest of your skybox!