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:
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:
Alright, time for a big update on the project.
Its been a while since i showed any images, but now i think its ready to reveal the almost final version of dm_cloudcity.
The list of features is too long to state in one go, i think its better to just write some comments below every image.
Here we go:

Lets start with this "overview". Actually i find it very difficult to make an overview of the map since it is to big both in X and Y -axis but also in Z axis.
The skyscrapers are so high :wink: .
Anyways. This scene has gone some big changes, however most of them are optimizing stuff, but i wanted to add more color into the map, so I made more commercial ads, aswell as warning signs informing the inhabitants of cloudcity district to stay where they are, or else they get "terminated". This actually has a story behind it, but i will not reveal I just yet.
Many of my textures in this scene has been remade with help from Teddybear. However its not very noticeable from this angle.

Here you can see the new spaceships of Cloudcity all of the new ships are painted by "hand", or should i say photoshop? :wink: . At first i hoped that i could make the ships func_tracktrains and then add normalmaps to them, but it didnt work out very well since the big dreadnaught seemed to overlap ships that actually was closer to the player. In general, the ships behaved very buggy as tracktrains, so i decided to use the more safe "scrolling texture" technique :wink: .
The patient one might also witness a chase between two ships across the sky...

Here is a somewhat changed area. I thought it would be fun if I added graffiti and trash all over the place. The result is quite satisfying i think. New textures in the ceiling aswell..

Heres an image of the warehouse. not much has changed, except for new textures, and of course a soundscape.

In the early days i had a big brown carpet on the floor in this room to give it a feeling of luxury. The place was supposed to be a waiting room for passengers departing from cloudcity. Though I had lots of complaints from people wondering why the hell i had that carpet lying on the floor. When searching for other solutions i found an image of an hotel with a marble floor, and i thought that looked quite good, so i decided to make for this room as well. I also added the city-symbol on the floor as reminder who is in charge. As you can see, it resembles the one the combine use. However mine is more skyscrapish i think :wink: .

Heres the elevator shaft. I added red light in the shaft to the left, instead of white to indicate that something has gone badly wrong there. The atmosphere got alot more hostile that way, just the way i wanted it. The newly added soundscape helps out with that quite well. Ive also added automated freight elevators in adjacent shafts.

I couldn't really figure out how to add crates and explosive barrels into cloudcity at first since i didn't know any modeling. However one evening when i did a walk through of the current build with a few friends I got the suggestion to "simply" re-skin the current wooden crates and the barrels. All i had to do was to de-compile the models, make an entry in the .QC file to point at another texture location and then recompile the models under a new name.. Sounds easy right? Well.. It took me at least 6 hours to figure out how to do it. Thanks to tons of bugs and stuff i almost gave up. However the feeling when i finally made it was quite satisfying :wink: . The crates might need more polish, but I'm quite happy with the barrels. All tagged with the cloudcity logo.

Heres an in-game image of the construction site that i showed early pic's on about a month ago, or was it two? I found it very hard to make a good overview in one image. The place fells alot better in-game than it does looking at this image.

Heres the Lab again.. Not much has changed except for new textures and a soundscape.
Other changes/additions:
Added sound, everywhere.
It took some time, but i finally managed to add soundscapes in all areas. I had big troubles finding a suitable soundscape for the outdoor area, so I made my own. Its a mix if sounds from Hl2 as well as a mixed recording from a highway in Texas i found on the Internet. The result is quite good i think.
Added support for team play.
Ive also added spawn points for team play, however i haven't had the possibility to see how the game play works in this mode, yet.
Weapon placement completely remade.
I decided that the old placement of weapons was quite bad, so Ive been tweaking it like mad. Thanks to my "testing-team" Ive managed to make the map alot more balanced, however more testing is required.
Custom textures remade.
Almost all of my textures has been remade with help from Teddybear.
Thats all for now. The map is VERY near its final version, there are a few bugs and glitches left to kill... All i can say is sooon.