Dm_Cloudcity by MisterBister

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Map Info

Map Description

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 "the story behind dm_cloudcity"

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

Discussion

Posted by Addicted to Morphine on Thu Mar 16th 2006 at 7:04pm

I was just looking at the higher resolution textures over at mapcore,
and I finally noticed the fog effects you have going on
underneath. I can't believe I never noticed it before, it looks
great!
Posted by Myrk- on Thu Mar 16th 2006 at 5:46pm

The 2nd screenshot you posted last page looks a little empty. I'd suggest putting a wall with an open arch doorway with a big glass pane so you can see into that section with the rechargers. Don't make the glass breakable.
Posted by BlisTer on Wed Mar 15th 2006 at 8:09pm

some nice shots in there. how are the fps ?
Posted by Addicted to Morphine on Wed Mar 15th 2006 at 2:54pm

Yeah, regarding the orange texture, I like the way it highlights the
outside areas, but I feel like you could dirty it up, or add lines to
give it some character or something to make it appear different from
the default dev texture.

I'm finally getting a sense of the business and complexity of your level, which is amazing.

The warehouse looks better -- but perhaps you could custom model something cool to transport aside from crates?
Posted by reaper47 on Wed Mar 15th 2006 at 2:39pm

I love the window textures and advertising in the background. Put even more of that in. Add some details to the lower areas also. Cover the whole background with bright spots until it looks completely random. I think what makes great sci-fi city settings is that feeling of a "grown" city, of buildings that aren't planned but added to the place over hundereds of years. Right now it looks too much like a single architect built the whole city (actually that's the case :biggrin: ) so maybe you have to "break" the symmetry and architectural styles a bit more.

One more thing I noticed (and I don't know if it's true): Those orange textures look almost exactly like the orange room textures. Maybe I'm just paranoid but make sure you don't get used to the orange room textures too much and accept them as a part of your (finished) level. I don't think the orange color fits with the rest of the level - at all!
Posted by MisterBister on Wed Mar 15th 2006 at 11:46am
[Author]

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:

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:

Sorry about the delay, but I've been busy in school.
All ereas have now been enhanced and look quite well, but there are still lots of stweaks to do before final. However im quite close to releasing a beta-version of the map.

The biggest changes are new textures, but there are also places that have been enhanced by more detail. I have brighten all of the screenshots to make it easier to see for those who use CRT monitors.

User posted image
Heres a corridor that has been enhanced quite a bit, however it still looks quite dull. I will add more detail to it before the final version.

User posted image
This room has been enhanced with new textures, aswell as the blue monitor in the ceiling.
The chairs to the right will hopefully be replaced by models before final release.

User posted image
Here's a pic from a scene that hasnt been enhanced with new detail, however new textures has been applied. Its quite difficult to see them from this angle thoug (stupid me).

User posted image
The same scene from a different angle, here you can more clearly see some new textures that I made (the orange ones for example) .

User posted image
Heres the warehouse from a different angle. it hasnt been enhanced much, except for the orange textures to the far left.

User posted image
Heres the elevator shaft from a different angle, the new stuff is that the connections to the shaft has been detailed and fit in properly.
Posted by Orpheus on Mon Feb 27th 2006 at 8:31pm

MisterBister said:
Ive had complaints about the screenshots being too compressed, so this time i havent compressed them at all! Hopefully you wont kill me for making the load times too long.
Can't ever happen, if you do it correctly. I find the concept of someone making a great map, but completely unable to post images correctly a bit hard to believe. Stinks of "I can't be bothered"

This second picture definitely looks great (its content, NOT its size.) The lights may or may not be bright enough, since screenshots usually lie about that sort of detail, but the atmosphere went up markedly with the new additions.

I am not even going to mention my tutorial again. You've been here far to long now. :rolleyes:
Posted by ReNo on Mon Feb 27th 2006 at 7:25pm

Yup, that looks far more interesting. Doesn't really look like you increased the functional brightness much (looking at the platforms players can actually be on), but the scene is far less dark overall. Good job :smile:
Posted by MisterBister on Mon Feb 27th 2006 at 7:08pm
[Author]

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:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:Right.. Time for a small update.
Ive been making textures and remade the 3D-sky a bit during this week, however theese changes are small so i wont bother you with more pics.

Ive also done a remake of the elevator shaft to match the detail level of the rest of the map.Many people has told me about the map being a bit too dark, so i thought it would be wise to make the shaft a bit more bright aswell.

Heres a pic of how it looked like before:
<a href="http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a620000.jpg" target="_blank">User posted image</A>

Heres a pic of how it looks right now.
<a href="http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a630003.jpg" target="_blank">User posted image</A>

Ive had complaints about the screenshots being too compressed, so this time i havent compressed them at all! Hopefully you wont kill me for making the load times too long.
Posted by MisterBister on Tue Feb 14th 2006 at 1:05pm
[Author]

The images appear to be broken (at least for me).
There you go.. snarkpit seemed to add two "BR" to the link... Dont know why..