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 Crono on Thu Dec 8th 2005 at 12:39am

It looks nice.

Planing on having oxygen tanks and everything frozen?
Posted by Addicted to Morphine on Thu Dec 8th 2005 at 12:28am

I don't think he's trying to map the cloud city from star wars.

But yes, it is slightly confusing. Perhaps a name change is in
order? dm_stratos (a shortening of stratosphere) perhaps?
Posted by CrazySteve on Wed Dec 7th 2005 at 11:35pm

the map itself looks good but it doesn't remind me much of cloud city

cloud city was allot more open in the sky and allot lighter, maybe this is what cloud city would look like a few weeks after the imperials took control or something.
Posted by Nickelplate on Wed Dec 7th 2005 at 6:01pm

looks sweet! I'll look more when i get home
Posted by habboi on Wed Dec 7th 2005 at 4:38pm

If you need help then use my tutorial:

Get your .jpg, use IrfanView to convert it to .tga, make a folder called mytexes in this place

C:Program FilesValveSteamSteamAppshabboicounte
r-strike sourcecstrikematerialsmytexes

and here as well:

C:Program FilesValveSteamSteamAppshabboisource
sdk_contentcstrikematerialsrcmytexes

ok now you have the .tga so right click vtex.exe and send it to desktop, now open up the place where the .tga is and drag it onto the desktop as well.

then again drag it onto vtex.exe and a black box should appear, if successful it will say something like:

input, output directory blah blah and then press any key to continue

you should end up with a .vtf in the folder called mytexes and also an empty .txt

open up the .txt and write:

"LightmappedGeneric"

{ "$basetexture" "yourfoldername/yourtexname" }

(exactly as I have written it but in place of folder name put mytexes and your texname put fence1.

ok nearly done, save as and rename it

to fence1.vmt and copy this new .vmt to the two folder called mytexes in the css materials folder and the sdk one as well!

Ok thats basically it so start hammer, go to browser and type the name of the texture and if it comes up then you are successful!

Make a quick map and it should hopefully work!
Thats it and I found it very useful
Posted by Addicted to Morphine on Wed Dec 7th 2005 at 2:50pm

For some reason, I have a feeling you could use some of the custom
textures from dm_neon. Maybe you should shoot the author of that
map an email?
Posted by Captain P on Wed Dec 7th 2005 at 1:52pm

It looks quite dark, perhaps too dark, but it's also very interesting. I agree the cloud aspect doesn't really show - add some really tall towers that end up in the clouds, or add moving clouds and particles together with a windy sound and the windows to the ground as BlisTer suggested.

What I like here are the almost surrealistic looking structures. The lighting dots in the distance look interesting as well. I'd suggest using some more color variation for the lighting though because it's a bit too grayscale right now and that's not just caused by the dev textures as far as I can see.

Keep it up indeed, looks promising. :smile:
Posted by BlisTer on Wed Dec 7th 2005 at 1:33pm

nice concept. though from the screenshots i can't tell that its a city in/above the clouds, moreso because you have gardens. If i were you i'd place those gardens on a platform so that everyone sees they're artificial. And i would leave "vertical holes" in the city, where the players can look down so that they're aware that they're up high. A bit like the pathways in the city being inner bridges. /2cents, keep it up!