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                            MisterBister
            
                         
                                
                
             
                                
                
             Captain P
                            Captain P
            
                         
                                 
                                
                
             
                                 Nickelplate
                            Nickelplate
            
                         
                                 
                                
                
             
                                
                
             Underdog
                            Underdog
            
                         
                                 MisterBister
                            MisterBister
            
                        <br style="color: white;">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!<br style="color: white;"><br style="color: white;"><br style="color: white;">I do have a garden at one platform on this pic:<br style="color: white;">http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a230021.jpg<br style="color: white;"><br style="color: white;">However i agree that i should make it more obvius that there artificial. <br style="color: white;">Im not sure what you mean with "vertical holes", but the player is perfectly able to look down. A friend of mine suggested that i should make parts of the streets/bridges in glass, this way the players will be even more aware of it, I think ill do that.<br style="color: white;"><br style="color: white;"><br style="color: white;">
<br style="color: white;">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.<br style="color: white;"><br style="color: white;">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.<br style="color: white;"><br style="color: white;">Keep it up indeed, looks promising.<br style="color: white;"><br style="color: white;"><br style="color: white;"><br style="color: white;">The clouds arent there yet. And to be honest i dont know how to make it look good since most of the city is 3D-sky, which means no moving objects.<br style="color: white;">I have already added some real big buildings in the background, ill post pics when they are "done".<br style="color: white;">Color variation in lighting is something that the map desperatly needs right now, i completely agree with you.<br style="color: white;"><br style="color: white;"><br style="color: white;">
<br style="color: white;">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?<br style="color: white;"><br style="color: white;"><br style="color: white;">Yes, i thought the exact same thing. However the textures doesnt really fit i think, but I could definitly use some of it.<br style="color: white;">Ive asked the maker of the map, izanagi, and he said it was perfectly OK. However i ran into errors when i tried to extract the textures out from his BSP. Ill take a look into it soon.<br style="color: white;"><br style="color: white;"><br style="color: white;">
<br style="color: white;">If you need help then use my tutorial<br style="color: white;"><br style="color: white;"><br style="color: white;">Thanks for your consern, however im afraid i know very little of photoshop, and making textures to this map would probably be a little more complicated than i could handle.<br style="color: white;"><br style="color: white;"><br style="color: white;">
<br style="color: white;">the map itself looks good but it doesn't remind me much of cloud city.<br style="color: white;"><br style="color: white;"><br style="color: white;">No it doesnt, this map doesnt have anything to do with Cloud city in Star Wars. Dm_cloudcity is more of a WIP title. Other suggestions are welcome.<br style="color: white;"><br style="color: white;"><br style="color: white;">
<br style="color: white;">Planing on having oxygen tanks and everything frozen?<br style="color: white;"><br style="color: white;"><br style="color: white;">What, who, where, when?
 
                                 
                                
                
             Captain P
                            Captain P
            
                        TheEntities can just be placed in the 3D skybox, only no player starts.
clouds arent there yet. And to be honest i dont know how to make it
look good since most of the city is 3D-sky, which means no moving
objects.<br style="color: white;">I have already added some real big buildings in the background, ill post pics when they are "done".<br style="color: white;">Color variation in lighting is something that the map desperatly needs right now, i completely agree with you.<br style="color: white;">
 
                                 Agent Smith
                            Agent Smith
            
                         
                                
                
             Underdog
                            Underdog
            
                        Agent Smith said:I would think that if you had a very large scrolling sky texture of some sort that you could have it exceed the edges of the visible sky but have say very broad edges of sky material to hide it in. In this way, you could have a slowly moving sky without any repeat say in a 15 minute frag.
So theoretically you should be able to create similar sky boxes to UT. Look at moving clouds, maybe some small ships or combine stuff flying around, fog, etc.
 
                                
                
             
                                
                
             
                                
                
             
                                
                
             Myrk-
                            Myrk-
            
                         
                                 MisterBister
                            MisterBister
            
                        <br style="color: white;">I don't know if you missed it, but what about the name dm_stratos ? stratos is just short for stratosphere.<br style="color: white;"><br style="color: white;">Stratosphere definition:<br style="color: white;">1 : the part of the earth's atmosphere which extends from about 7 miles (11 kilometers) above the surface to 31 miles (50 kilometers) and in which temperature increases gradually to about 32? Fahrenheit (0? C) and clouds rarely form<br style="color: white;">2 : a very high or the highest region on or as if on a graded scale <construction costs in the stratosphere> <the celebrity stratosphere><br style="color: white;"><br style="color: white;">Well... I guess it's not cloudy, but at least it's high up!<br style="color: white;"><br style="color: white;"><br style="color: white;">Yes stratos is a good candidate, but ill keep Cloudcity as a projectname to avoid any confusion until the map is actually finnished.<br style="color: white;"><br style="color: white;">
<br style="color: white;">Entities can just be placed in the 3D skybox, only no player starts. The Valve wiki states that players and other objects cannot enter the 3D skybox, but any entity can be used within it.<br style="color: white;"><br style="color: white;"><br style="color: white;">Hhrrm! Guess i misunderstood the Source Wiki... Very good news indeed. Hopefully i will be able to make some real nice s**t in the 3D-sky... Hopefully.<br style="color: white;"><br style="color: white;">
<br style="color: white;">So theoretically you should be able to create similar sky boxes to UT. Look at moving clouds, maybe some small ships or combine stuff flying around, fog, etc.<br style="color: white;"><br style="color: white;"><br style="color: white;">Yes, thats what im aiming on. Hopefully it will turn out as i want it to.<br style="color: white;"><br style="color: white;">
<br style="color: white;">I would think that if you had a very large scrolling sky texture of some sort that you could have it exceed the edges of the visible sky but have say very broad edges of sky material to hide it in. In this way, you could have a slowly moving sky without any repeat say in a 15 minute frag.<br style="color: white;"><br style="color: white;">In fact, with the texture being transparent, you could have multiple ones at different heights and densities to simulate cirrus and cumulus clouds perhaps. <br style="color: white;"><br style="color: white;"><br style="color: white;">Good suggestion, however it feels like an old school solution. I found some interesting stuff at the source wiki about Counter-strike source maps which uses cloud models.<br style="color: white;"><br style="color: white;">
<br style="color: white;">I like futuristic citiy themes a lot. My first impression of the screenshots was that they are very dark. If someone plays the map on a sunshiny day he might not see much.<br style="color: white;"><br style="color: white;"><br style="color: white;">People has always complained about that in my maps when they have seen the screenshots. However, i have never heard anywone complaining about the darkness when they have played ingame.
 
                                 
                                 MisterBister
                            MisterBister
            
                        I really liked the timeline you posted over at interlopers. You should share it here!Ok then
 
                                
                
             
                                
                
             Underdog
                            Underdog
            
                         
                                 MisterBister
                            MisterBister
            
                        <br style="color: white;">aha, i love the glass window-floors. i used to have them in px_shockwave and i'm going to re-implement them in a new project. really nice. 1 more personal suggestion: lose Breen :razz: i agree there should be something light there like a tv screen but i think Breen is too HL2SP.<br style="color: white;"><br style="color: white;"><br style="color: white;">Ive got a friend ho's working on some custom windows right now, hopefully theyll turn out even better. Breen is very temporary, he is going to be replaced with commersial or some sort of public messages from the city council.<br style="color: white;"><br style="color: white;"><br style="color: white;">
One of us needs to be really glad that those were worth the wait.<br style="color: white;"><br style="color: white;">My suggestion. Using that quantity of darker textures it might pay to have either more light, or less.<br style="color: white;"><br style="color: white;">I prefer a bright cheery map setting, but lots of spotlights at night would be great too.<br style="color: white;"><br style="color: white;">Maybe you could have a day and a night version. Two maps for the price of one. <br style="color: white;"><br style="color: white;"><br style="color: white;">Im using grey developer textures at the moment. As I said, im trying to get custom textures.<br style="color: white;">The lighting is very much work in progress. I will definitly add some more light in there somehow, its way too dark.<br style="color: white;"><br style="color: white;"><br style="color: white;">Progress:<br style="color: white;">Ive added more detail to the 3D-sky, lots of detail has been added to other areas aswell. Ive also added stuff that will "tell" the background story of what has happened to the place. Im planning on having datapads with small info icons over them, and when you press "E", you can read a message. Each one of them will tell bits and pieces of the story about what has happened here. If you read them all you will get a pretty clear picture of what has happened and what is going on.<br style="color: white;">Im planning on adding this to give the map more depth, and let serious players who wants to know it all having fun looking for them. Some will be easy to find, but wont tell very much either, others, more hidden, will tell more "valuable" info.<br style="color: white;"><br style="color: white;">What do you think of this little idea? Is it good or bad?
 
                                 
                                
                
             
                                 MisterBister
                            MisterBister
            
                         
                                
                
             Underdog
                            Underdog
            
                         
                                 
                                 G.Ballblue
                            G.Ballblue
            
                         
                                 Agent Smith
                            Agent Smith
            
                         
                                 MisterBister
                            MisterBister
            
                        <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?
 
                                 MisterBister
                            MisterBister
            
                         
                                
                
             ReNo
                            ReNo
            
                         
                                
                
             
                                
                
             Belgarion
                            Belgarion
            
                         
                                
                
             CooliO
                            CooliO
            
                         
                                 French Toast
                            French Toast
            
                         
                                 MisterBister
                            MisterBister
            
                         
                                
                
             Orpheus
                            Orpheus
            
                         
                                
                
             
                                
                
             CooliO
                            CooliO
            
                        I especially like the last picture.True and abit boring IMO if you plan on making every building use the same set of gray/orange textures.
I'm not sure about the red lights. They are alarming, almost look a bit
to colorfull to me in contrast with the blue lights next to them. I'd
try to go with a more consistent light color, or split the blue/orange
parts into seperate areas.
What I miss is a true focal point in most screens. The spotlights are
too evenly distributed in the map. There should be a piece of geometry
that stands out from everything else. This could be done by brighter
lighting and some darker areas around it, more contrast, maybe a bigger
part with no spotlights at all.
I'm not sure what you intended but I always see the buildings in the
background with lots of little yellowish/blueish lit windows. I'd try
to use at least some temporary textures to simulate this. They could
become a very important part of the visuals even though they are in the
background. Maybe it will look odd later when combined with the little
spotlights in the foreground!
 
                                 Dark_Kilauea
                            Dark_Kilauea
            
                         
                                 MisterBister
                            MisterBister
            
                        I am salivating over the screens files here. You could actually increase them a smidgen with incurring anyones wrath. The clarity is even shocking this old man and I am one of the pioneers of the perfect image size.Well... Uh.... I really dont get anything of what you said in the first sentence, but since you wrote "/me bows to a master" I guess thats good..
/me bows to a master.
I really need to download this thing but, I only want to do so twice. Once for a critique perhaps and once for a completed version. Downloading sucks owl s**t these days.
Lemme know when this thing is ready for my attentions.
Thats not an elite comment, its a self aware "hey I'm on 56k" kind.
I especially like the last picture.I got fond of the red lights, so im afraid ill stick to them..
I'm not sure about the red lights. They are alarming, almost look a bit to colorfull to me in contrast with the blue lights next to them. I'd try to go with a more consistent light color, or split the blue/orange parts into seperate areas.
What I miss is a true focal point in most screens. The spotlights are too evenly distributed in the map. There should be a piece of geometry that stands out from everything else. This could be done by brighter lighting and some darker areas around it, more contrast, maybe a bigger part with no spotlights at all.
I'm not sure what you intended but I always see the buildings in the background with lots of little yellowish/blueish lit windows. I'd try to use at least some temporary textures to simulate this. They could become a very important part of the visuals even though they are in the background. Maybe it will look odd later when combined with the little spotlights in the foreground!
True and abit boring IMO if you plan on making every building use the same set of gray/orange textures.I dont intend to use the same set of orange/grey textures. They are dev textures since I dont have gotten proper custom textures yet. Im working really hard with trying to learn photoshop but hey, noone can become a master in a few weeks.
He still doesn't have a full set of custem textures btw.Yes, thanks for mentioning the focal point. Im working on that. I also agree that it needs to be something solid, like a statue or whatever. As I said, ive got a few ideas that im playing around with.
You do have me impressed MisterBister. I personally like the red and blue lights but you do need some kind of focal point. Maybe a statue or fountain or something. A city of this size is bound to have a major public works project somewhere.
Keep it up, I'll download when you get into the beta phases.
 
                                 
                                
                
             Belgarion
                            Belgarion
            
                         
                                
                
             CooliO
                            CooliO
            
                        I dont intend to use the same set of orange/grey textures. They are devGreat - from the new screenshots you posted, with the new gold texture,
textures since I dont have gotten proper custom textures yet. Im
working really hard with trying to learn photoshop but hey, noone can
become a master in a few weeks.
 
                                 MisterBister
                            MisterBister
            
                         
                                
                
             CooliO
                            CooliO