Dm_Cloudcity by MisterBister

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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 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"
Posted 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.
Posted 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 :wink:

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!
Posted 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 :biggrin:
Posted by MisterBister on Sat Dec 31st 2005 at 1:35pm
[Author]

Allright everyone, time for an update.<br style="color: white;"><br style="color: white;">Ive managed to make the map fully playable with weapons and all, and have playtested it with some friends.<br style="color: white;">The current Alphaversion is 44. Theres no real visual changes since the last update I made, I just made it playable.<br style="color: white;"><br style="color: white;"><br style="color: white;">You can download the alphaversion here:<br style="color: white;">http://www.home.no/misterbister/maps/dm_cloudcity_a44.zip<br style="color: white;"><br style="color: white;"><br style="color: white;">Below is info pasted from the .txt document that follows the .zipfile:<br style="color: white;"><br style="color: white;"><br style="color: white;">><><><><><><><><><><><><><><><><><><><><><><><><><<br style="color: white;"> Dm_cloudcity Alpha 44<br style="color: white;">><><><><><><><><><><><><><><><><><><><><><><><><><<br style="color: white;"><br style="color: white;">Release date: December 31 2005, Gothenburg, Sweden<br style="color: white;">Half-Life 2 Deathmatch (HL2DM)<br style="color: white;"><br style="color: white;">====================================================<br style="color: white;">Title: Dm_cloudcity Alpha version 44<br style="color: white;">Name: dm_cloudcity_a44<br style="color: white;">Author: Filip "MisterBister" Coulianos<br style="color: white;">Email address: f_misterbister@hotmail.com<br style="color: white;">URL: none specific.<br style="color: white;">Description:<br style="color: white;"> <br style="color: white;">This time its about Clouds, and a BIG sci-fi city high enough to reach them. <br style="color: white;">The map takes place on "streets" between the skyskrapers aswell as indoors. <br style="color: white;">In addition to the cool outdoor fighting, the players battle through scientific labs, <br style="color: white;">cargo areas aswell as elevator shafts.<br style="color: white;"><br style="color: white;">====================================================<br style="color: white;">Play information<br style="color: white;"><br style="color: white;">Deathmatch: Yes (4-12+)<br style="color: white;">Team deathmatch: No real support yet<br style="color: white;">New sounds: no<br style="color: white;">New music: no<br style="color: white;">New textures Yes, by skurmedel.<br style="color: white;"><br style="color: white;">====================================================<br style="color: white;">Construction:<br style="color: white;"><br style="color: white;">Base: none<br style="color: white;">Editor: Hammer World Editor V4<br style="color: white;">Other progs: Batchcompiler and CST<br style="color: white;">Known bugs: none<br style="color: white;">Build time: 4 months and counting<br style="color: white;"><br style="color: white;">====================================================<br style="color: white;">Installation notes:<br style="color: white;"><br style="color: white;">Unzip the dm_cloudcity_a44.zip file into this directory:<br style="color: white;">Steam\SteamApps\youraccountname\half-life 2 deathmatch\hl2mp<br style="color: white;"><br style="color: white;">====================================================<br style="color: white;">Other notes:<br style="color: white;"><br style="color: white;">This is an alpha-version and is compiled for playtesting purposes only.<br style="color: white;">If you have suggestions, feedback or anything you want to tell me, please don't hesitate to send me an email:<br style="color: white;">f_misterbister@hotmail.com<br style="color: white;"><br style="color: white;">? 2005 Filip "MisterBister" Coulianos<br style="color: white;">====================================================
Posted by MisterBister on Sun Dec 25th 2005 at 1:18pm
[Author]

<br style="color: white;">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.<br style="color: white;"><br style="color: white;">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?<br style="color: white;">
<br style="color: white;"><br style="color: white;">I dont have DOD:Source, but hopefully, the sourcewiki has some info about it.<br style="color: white;"><br style="color: white;">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:<br style="color: white;">http://www.home.no/misterbister/Bilder/dm_cloudcity/<br style="color: white;"><br style="color: white;">
<br style="color: white;">I like it, but I feel that your "buildings", so to speak, are a little... well, flat.<br style="color: white;">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, <br style="color: white;"><br style="color: white;">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 <br style="color: white;"><br style="color: white;">specifically) would be window sills, or maybe bars around a window -- for whatever the reason would be that you needem'.<br style="color: white;">But then again, since it looks like a citadel themed map, it may perfect, if that's what you're making <br style="color: white;">
<br style="color: white;"><br style="color: white;">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 <br style="color: white;"><br style="color: white;">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.<br style="color: white;"><br style="color: white;">
<br style="color: white;">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 <br style="color: white;"><br style="color: white;">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 :razz: . Keep up the good <br style="color: white;"><br style="color: white;">work, its certainly looking impressive.<br style="color: white;">
<br style="color: white;"><br style="color: white;">Never seen Stargate Atlantis, but thanks for the kind words anyway =). <br style="color: white;">Is it possible to have brushbased things flying on paths aswell as props, like the func_tracktrain?
Posted 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 :razz: .
Keep up the good work, its certainly looking impressive.
Posted 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?
Posted by Underdog on Fri Dec 23rd 2005 at 2:13pm

Nice file sizes.

2 Things.

What is that tree growing out of? To dark to tell.

I also cannot tell but think you could add true scale and height if you took some of those spires and added them to your skybox. Make it look as tall as Coruscant from somewhere down below.

If you already considered the skybox idea and I didn't catch it, ignore this post.
Posted by MisterBister on Fri Dec 23rd 2005 at 9:51am
[Author]

Allright, time for an update.
<br style="color: white;">Ive been working on making the map playable aswell as adding contrast, detail and lighting into the level.<br style="color: white;"><br style="color: white;">Since barely have any new textures in the map, ive useed the orange dev-textures as contrast to the grey ones. I think it looks kinda nice. Perhaps going for orange steel? What do you guys think?<br style="color: white;"><br style="color: white;">Ive also had a friend make two textures for me. The first one is the glass, the second is a very dark texture used in an equally dark elevator shaft. <br style="color: white;">Personally, i think theese textures is top notch, looking veery nice =).<br style="color: white;">
As mentioned ive been working on making the lighting more bright, however i guess some of you will still think the map is very dark. Lets just say that I havent forgotten about you, I'm still working on it!<br style="color: white;"><br style="color: white;">The 3D-sky has become even more bigger and nastier. The highest building in the 3D-sky is actually very close to the maximum size that Source can render. Its still a bit undetailed, but with some cutstom textures and more work on it, it will probably look cool. I tried using func_smokevolume in the 3D-sky to create a cloud effect, however that didnt work at all. Ill try to use the models used in <br style="color: white;"><br style="color: white;">Counterstrike Source to simulate clouds, if possible. As mentioned ill try to add flying vehicles here aswell, but that completely depends on if that is possible to do inside the 3D-sky.<br style="color: white;"><br style="color: white;">Ive also been working on making the map playable and I think im done with that, however i will not release a playable alpha before I have done some <br style="color: white;"><br style="color: white;">playtesting with my friends, but expect an update with a fully playable alpha, with weapons and spawnpoints, soon. Working on making the map playable is the main reason why you havent heard any updates until now.<br style="color: white;"><br style="color: white;"><br style="color: white;">Heres some fresh images:<br style="color: white;"><br style="color: white;">User posted image<br style="color: white;">Added contrast, brighter lighting and more buildings in the 3D-sky<br style="color: white;"><br style="color: white;">User posted image<br style="color: white;">More contrast here aswell. The picture is taken from a platform that is newly made aswell. More spotlights has been added aswell.<br style="color: white;"><br style="color: white;">User posted image<br style="color: white;">This area wasnt detailed at all before, and has gone through quite a remake. The boxes in the image will be replaced with more appropriate stuff later on.<br style="color: white;"><br style="color: white;">User posted image<br style="color: white;">A quick overview, more contrast added aswell as brighter lighting.<br style="color: white;"><br style="color: white;">User posted image<br style="color: white;">Heres another overview of the playable area. Here you can see the custom glass texture aswell as more spotlights and more contrast.<br style="color: white;"><br style="color: white;">Well, guess that was all i have to say to the time being.<br style="color: white;">As Ive said before, I LOVE feedback. I promise to take everything you suggest into consideration.