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 MisterBister on Fri Apr 14th 2006 at 2:09pm
[Author]

The map is as close as "finnished" as it can get.. But the school keeps me from uploading the Beta today, ill release it tomorrow or the day after tomorrow.

Orph:
The current downloadable version is an early alpha release.
Download size will be around 18megs im afraid. Hope your 56k can take that =/.
Posted by Orpheus on Wed Apr 12th 2006 at 9:55pm

Captain P said:
There's compile tool parameters for brighting up stuff too. -gamma R G B I is one, I believe.
So, are you confirming that you saw the "Minimum light level" thingy I mentioned, or are you just adding an alternative option?

I never used it, but I saw it... I think. :confused:
Posted by Captain P on Wed Apr 12th 2006 at 9:51pm

There's compile tool parameters for brighting up stuff too. -gamma R G B I is one, I believe.
Posted by Orpheus on Wed Apr 12th 2006 at 8:18pm

It was there I assure you.

Is the download link current? I'd like to see this thing, but I cannot afford to download an older file with my 56k connection.

I could be persuaded to do a critique, with a bit of slobbering on your part. :heee:
Posted by MisterBister on Wed Apr 12th 2006 at 8:05pm
[Author]

MisterBister said:
Progress:
I planned to release a Beta this weekend but during a last minute test with some friends i quickly realized that i have to brighten the map up. Everyone with CRT monitors had a real hard time playing the map because of the darkness. Ill focus on improving the lighting and release a beta next weekend.
Hammer used to have "Minimum light level" setting in the properties. Can you not quickly set this instead of trying to brighten up the entire map by hand?
I imagine a little experimentation could give you the desired minimum levels you desire without ruining the effect you crave.
Hrrm, never seen that option. However ive brighten it all up by hand now anyways. It didnt take that long.
Posted by Orpheus on Wed Apr 12th 2006 at 7:36pm

MisterBister said:
Progress:
I planned to release a Beta this weekend but during a last minute test with some friends i quickly realized that i have to brighten the map up. Everyone with CRT monitors had a real hard time playing the map because of the darkness. Ill focus on improving the lighting and release a beta next weekend.
Hammer used to have "Minimum light level" setting in the properties. Can you not quickly set this instead of trying to brighten up the entire map by hand?

I imagine a little experimentation could give you the desired minimum levels you desire without ruining the effect you crave.
Posted by Captain P on Fri Apr 7th 2006 at 1:12pm

I'm looking forward to the beta. I played through the previous version and it's indeed too dark, but since that's an older version I think I'd better wait for the latest version to give feedback. :smile:
Posted by MisterBister on Fri Apr 7th 2006 at 12:22pm
[Author]

Progress:
I planned to release a Beta this weekend but during a last minute test with some friends i quickly realized that i have to brighten the map up. Everyone with CRT monitors had a real hard time playing the map because of the darkness. Ill focus on improving the lighting and release a beta next weekend.
Posted by G4MER on Mon Mar 27th 2006 at 3:31am

WOW, just Wow, its looking very good. this only confirms how much I suck at mapping. lol. This map has really come a long way, and it has that Bladerunner feel to it. very nice work. I look forward to playing it.
Posted by MisterBister on Sun Mar 26th 2006 at 7:13pm
[Author]

Progress:
Ive been working on elevators and elevator shafts today, aswell as texturing here and there. As far as I can see, the beta should'nt be to far away. However dont expect it to be released this week or something like that...
I dont want to make something hasty =).
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!
Thanks for the feedback, ill definitky add more advertising once Im done with the beta.
The orange textures are made by me and doesnt really look like the dev textures once youre ingame.
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?
Ill do what I can to the orange textures. I barely knew anything about photoshop before i started doing the textures to this map, thats why they look a bit ugly. Ill see if I can have some help from some of my very skilled texture artist friends once im done with the beta.
I dont know very much about modelling, and creating stuff for HL2 is far beyond my knowledge, but perhaps I could make someone to do it for me..
some nice shots in there. how are the fps ?
Its kinda hard for me to tell how good the FPS are since ive got a pretty good machine, but compared to lost coast with HDR on, my map has better FPS. And if you compare to dm_neon, it has better FPS aswell.
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.
Thanks for the advice, i will look into it.
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!
Yes, its been there for quite some time, however its been a real pain in the ass to add the same fog to the 3D-sky. Ill deal with that once the beta is done.