Dm_Cloudcity

Dm_Cloudcity

Re: Dm_Cloudcity Posted by BlisTer on Sun Jan 15th 2006 at 2:50am
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Posted 2006-01-15 2:50am
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somehow the windows in the skyscrapers seem too small to me, but maybe i'm not seeing the proportions right. In the 3rd pic, the stream of spaceships seems too non-random. maybe draw some spaceships in a different shape / color and unequally spaced apart. also dont forget to add some sort of (background/soft) noise for the stream of spaceships, would be weird without it i think. nice idea though, and idd cheap :smile: wonder how the effect ingame is.
These words are my diaries screaming out loud
Re: Dm_Cloudcity Posted by Gwil on Mon Jan 16th 2006 at 3:16pm
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Posted 2006-01-16 3:16pm
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Yeah, the windows do look too small, considering how close you are to
the buildings. Try giving them "frames" and making them larger - and
maybe even having a few more lights switched off?

Would it be possible to maybe have the ads on a billboard that
floats? Little jets coming out the bottom, flips over... that would
look cool.
Re: Dm_Cloudcity Posted by jeffjohnvol on Thu Jan 19th 2006 at 4:29pm
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Posted 2006-01-19 4:29pm
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<DIV class=quote>
<DIV class=quotetitle>? quoting Addicted to Morphine</DIV>
<DIV class=quotetext>MisterBister, thanks for sharing that article. I only got through part of it, but it was interesting.
</DIV></DIV>

I'm only partway through the article myself, and I agree with the author about gameplay trumping visuals.

My favorite mp map is ofc_beach5, but I read some reviews that the textures looked off and that it was a rush job etc., with no consideration to how much fun it is. When you're running around a corner who cares if if a rock was used several times. Plus, the plethora of secret areas in the map always keeps you guessing.

I don't care what chinese food looks like as long as it tastes good. Same with mapping. A map can look brilliant, but its not fun to play, who cares. I think there are 2 camps of critics, those that judge whether the visuals and theme really look nice, and those that are concerned with gameplay (and some of both I'm sure). Personally, I prefer the latter. I do have a lot of admiration for those that make maps look so professional though.
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Re: Dm_Cloudcity Posted by ReNo on Thu Jan 19th 2006 at 5:57pm
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Posted 2006-01-19 5:57pm
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I love the way you are taking this map mate, it's feeling very grand
and memorable already. As the others said, the windows could probably
do with being a bit bigger, and the floating vehicles would be better
if a bit more sporadic (I get that you may be going for the concept of
"sky lanes" or the like, but the gaps between cars and the car variant
layout is a bit too noticable uniform at the moment), but it's coming
on very very nicely.
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Re: Dm_Cloudcity Posted by MisterBister on Sun Jan 22nd 2006 at 2:03am
MisterBister
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Posted 2006-01-22 2:03am
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
Progress:
Im currently working alot with textures and have given most of the map textures. However some areas, like the warehouse, is almost untouched at present. Im also experimenting with cratetextures that ive made. Perhaps ill keep them, perhaps not. Ive also added lots of small detail, and areas, that will increase the fun-factor. Im also working on the lighting to make it more colourful. Hopefully ill give you some images in about a week.
I love what you have done to the place. As for the ad. maybe you could use the heads from some smiling rebel girl models to make it more HL2'ish.
I dont intend to make the map HL2'ish.
somehow the windows in the skyscrapers seem too small to me, but maybe i'm not seeing the proportions right. In the 3rd pic, the stream of spaceships seems too non-random. maybe draw some spaceships in a different shape / color and unequally spaced apart. also dont forget to add some sort of (background/soft) noise for the stream of spaceships, would be weird without it i think. nice idea though, and idd cheap :smile: wonder how the effect ingame is.
Ive had lots of feedback regarding the windows (even from my girlfriend). Ill try to make new windows by myself which will variate more in colour and be more separated and detailed. Im trying to create spaceship-lanes, thats why they are so non-random.
Yeah, the windows do look too small, considering how close you are to the buildings. Try giving them "frames" and making them larger - and maybe even having a few more lights switched off?

Would it be possible to maybe have the ads on a billboard that floats? Little jets coming out the bottom, flips

over... that would look cool.
Ive been playing with of floating billboards, however im not sure if ill use them.. Ill have to do some more tweaking before i decide anything.
My favorite mp map is ofc_beach5, but I read some reviews that the textures looked off and that it was a rush job etc., with no consideration to how much fun it is. When you're running around a corner who cares if if a rock was used several times. Plus, the plethora of secret areas in the map always keeps you guessing. I don't care what chinese food looks like as long as it tastes good. Same with mapping. A map can look brilliant, but its not fun to play, who cares. I think there are 2 camps of critics, those that judge whether the visuals and theme really look nice, and those that are concerned with gameplay (and some of both I'm sure). Personally, I prefer the latter. I do have a lot of admiration for those that make maps look so professional though.
Well, I really prefer good gameplay. However, its not easy to have good gameplay when you have nobody who whats to test the map. Luckily, ive got my friends and we have been gametesting a few times. And its been real fun, Im adding elements to increase the fun-factor right now.
I love the way you are taking this map mate, it's feeling very grand and memorable already. As the others said, the windows could probably do with being a bit bigger, and the floating vehicles would be better if a bit more sporadic (I get that you may be going for the concept of "sky lanes" or the like, but the gaps between cars and the car variant layout is a bit too noticable uniform at the moment), but it's coming on very very nicely.
Thanks, as i said, im working on the windows. As for the spaceships, I don't agree.
Re: Dm_Cloudcity Posted by DrGlass on Sun Jan 22nd 2006 at 10:58am
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Posted 2006-01-22 10:58am
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Check out pictures of real night time buildings, they arn't just white
holes. I would shoot for an animated texture that gave them a
VERY slight shimmer (too much would make all you buildings look like
they were moving around)
Re: Dm_Cloudcity Posted by MisterBister on Mon Jan 30th 2006 at 8:16am
MisterBister
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Posted 2006-01-30 8:16am
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Progress:
It has been a long time since i updated you with some pics, but now im here again.
Since the last update ive been working mainly on learning photoshop and adding colours to the map. Enough said, heres the images:

User posted image
First off is an overview. Ive lighten it up a bit and added more colour. Here you can also see the clouds ive been working with, however im havinga real hard time adding the same spritebased clouds in the 3D-sky. They just wont show up. Ive tried func_smokevolume aswell, but then i just get an error saying that the material hasnt been precached or something like that.

User posted image
An overview from another angle. The most notable thing is the blue and red screens, however ive also added two big holes on the "bridges".

User posted image
Same scene from another angle (again..). Here you can see some of the spotlights added in the 3D-sky aswell as ads in the 3D-sky. They will be replaced with something more appropriate in due time.

User posted image
Ive added the red area to make this tunnel more interesting. The crate textures is actually made by me aswell.

User posted image
Ive added some textures in here aswell. The crate textures are all made by me. Not the most pretty work you have seen i guess, but they work =P.

User posted image
Ive added the red area aswell. You can actually jump down there and get yourself healed and get armor with suitcharges. The bad thing is that people can easily drop down grenades when you heal up, and since its difficult to get out of that area you will probably get killed trying to get out of there if you are discovered.

User posted image
A pic of the 3D-sky. Ive added the glow to the lights aswell as new textures to the buildings.

User posted image
This area is shaping up pretty well. I dont remember showing a pic of this area until now.
Re: Dm_Cloudcity Posted by Dark|Killer on Mon Jan 30th 2006 at 12:06pm
Dark|Killer
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Posted 2006-01-30 12:06pm
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No wonder why i love you that much...

lol, seriously, thats really one freakin attractive, lovely, pleasant, delightful, appealing, good-looking, lovely, gorgeous, stunning, striking, fine-looking, attractive, astonishing, astounding, remarkable, wonderful, incredible, startling, marvellous, miraculous, surprising, mind-blowing , mind-boggling , staggering
map i have seen these recent days, and i mean it...

Nice going bro, keep it up...( downloading it right now )

ps. arent these skybox-building textures, animated posters, and flying cars, as same as the ones in dm_neon ??

--anyway a really wonderful job you acheived :biggrin:
.::Dark|Masta::. - One name. One legend.
Re: Dm_Cloudcity Posted by Orpheus on Mon Jan 30th 2006 at 1:52pm
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Posted 2006-01-30 1:52pm
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1st off, the maps progression is phenomenal. You advancement from your earlier works is obvious.

That said, I am getting the distinct impression that you are centering your concerns on vista's again. Your earlier works did this. You seem overly concerned with long lines of sight. I think/feel that you should concentrate a tad bit more on your inside, short line areas more. The outside looks so good that I would (just looking at the images) say its on par with many of the big gaming title releases. However, the inside areas look as if they were added begrudgingly. I realize that that sounds a bit harsh, but as I said, I can only judge by the screens.

Look at all the screens that are less grand in distance seen. They are all bland, or nearly bland in comparison to "The Fifth Element" scenes of the outside section. The outside has architecture to spare. The inside has... boxes. The outside has colors and moving/animated scenes, the inside has boxes.

At the very least, add some color inside and many of the animated scenes, possibly via televisions or monitors. It has been my experience that movies and maps of this theme that are successful have inside areas full of advertisements with flashy bits and bobs.

I feel that this map will fall short of the expectations if all of its areas are not equally addressed. A picture may have launched a thousand ships, but many more pictures have sunk to the depths of obscurity because of short sightedness.

/2 cents

The best things in life, aren't things.
Re: Dm_Cloudcity Posted by Dark|Killer on Mon Jan 30th 2006 at 1:57pm
Dark|Killer
758 posts
Posted 2006-01-30 1:57pm
758 posts 225 snarkmarks Registered: Dec 22nd 2004 Occupation: Student Location: Dubai (Middle East)
Well, thats a better certique than mine, but its still a freakin attractive, lovely, pleasant, delightful, appealing, good-looking, lovely, gorgeous, stunning, striking, fine-looking, attractive, astonishing, astounding, remarkable, wonderful, incredible, startling, marvellous, miraculous, surprising, mind-blowing , mind-boggling , staggering map :biggrin:
.::Dark|Masta::. - One name. One legend.
Re: Dm_Cloudcity Posted by ReNo on Mon Jan 30th 2006 at 4:02pm
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Posted 2006-01-30 4:02pm
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I agree with Orph entirely. Your exteriors are visually astounding -
there is so much to look at and the architecture spans such a large
area, that its hard not to be impressed. The interiors however are
almost entirely unremarkable. Get some depth to your interior
architecture and bring it up to par. Take a look at this thread one
mapcore, as I3yG-MaK posted a far better demonstration of doing so than
I have to hand :smile:

http://www.mapcore.net/forums/viewtopic.php?t=4265&start=15

I'll try and give it a run through soon and give some feedback.
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Re: Dm_Cloudcity Posted by Orpheus on Mon Jan 30th 2006 at 4:58pm
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Posted 2006-01-30 4:58pm
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ReNo said:
I agree with Orph entirely.
blushes

Its rare to see the words "agree" and "entirely" in any response that also has "Orph" in it.

Thanx Duncan.

The best things in life, aren't things.
Re: Dm_Cloudcity Posted by Addicted to Morphine on Tue Jan 31st 2006 at 3:38am
Posted 2006-01-31 3:38am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
I agree with Orph and ReNo as well.

I really like the outside areas, because I can't even tell where the
3Dskybox begins and where the level ends, because it seems legitimately
alive, and because its got so much depth.

The indoor areas can't compare right now... seems like corridors and crates, just judging from the shots.

Also, I don't really like the light texture (the big white spot with
the little white spots around it) that you've got in the hallway.
You might be better served using a model.
Re: Dm_Cloudcity Posted by MisterBister on Sun Feb 5th 2006 at 5:32pm
MisterBister
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Posted 2006-02-05 5:32pm
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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:

Time for a small update.

Ive had lots of great feedback from all over the place, thanks alot for that everyone. This week ive been working on the indoor environments, a good friend made a new texture for the windows on the skyskrapers. The texture is not final, but much better than the one before i think.

User posted image
Heres a pic of the new warehouse. I started with chopping a hole in the floor and continued from there, personally i think it looks pretty cool, however its not done yet. Feedback would be very helpful =).

User posted image
Heres a pic of the new windows. (Yes i know about the texture alinment, im workong in that).

User posted image
Heres a pic of the new lab. The area felt a bit claustophobic, and i didnt have very much space to build on, so I added windows to make it feel less tight.
Re: Dm_Cloudcity Posted by Orpheus on Sun Feb 5th 2006 at 5:43pm
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Much better inside.

Those offices with lights on?

You need more variations. Executives have big windows, peons tend to have none, or very small ones.

Offices have mainly florescent lighting so I would try to stick with blue tinted varieties of light.

Another thing to consider. Floors average 10-15 feet apart (if you add in ventilation and plumbing and such). Each floor having some sort of a window.

IMO, you have to many windows.

/ 2 cents.

The best things in life, aren't things.
Re: Dm_Cloudcity Posted by ReNo on Sun Feb 5th 2006 at 5:46pm
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Interiors are looking much better, good work on that. Watch the alignment of the tiled floor in the last picture though - looks a bit awkward as it is. You may want to put a trim or something around the edge of the floor holes to cap off the transition a bit better. I'm not too keen on that shot of the exterior for some reason - probably because it is less "busy" than the other shots and the lighting is a bit bland - but I think the windows are probably an improvement. Would be nice to see them in one of areas you had shown shots of before to do a comparison :smile:
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Re: Dm_Cloudcity Posted by MJ on Mon Feb 6th 2006 at 1:24am
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textures dont show up for me

Do they go in half-life 2 deathmatchhl2mpmaterialsdm_cloudcity?
Re: Dm_Cloudcity Posted by MisterBister on Tue Feb 14th 2006 at 12:41pm
MisterBister
277 posts
Posted 2006-02-14 12:41pm
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Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Progress:
I havent done anywhing to the map since the last week because of s**tty school work which me and my group had to present, and it went straight to hell.. Anyways, ill hopefully be alble to give you some updates next week.
Much better inside.

Those offices with lights on?

You need more variations. Executives have big windows, peons tend to have none, or very

small ones.

Offices have mainly florescent lighting so I would try to stick with blue tinted varieties

of light.

Another thing to consider. Floors average 10-15 feet apart (if you add in ventilation and

plumbing and such). Each floor having some sort of a window.

IMO, you have to many windows.
Thanks for the feedback about the big windows. Ill look into that.
Interiors are looking much better, good work on that. Watch the alignment of the tiled floor in the last picture though - looks a bit awkward as it is. You may want to put a trim or something around the edge of the floor holes to cap off the transition a bit better. I'm not too keen on that shot of the exterior for some reason - probably because it is less "busy" than the other shots and the lighting is a bit bland - but I think the windows are probably an improvement. Would be nice to see them in one of areas you had shown shots of before to do a comparison.
The indoor levels are still WIP, thanks for the heads up anyway. The pic is only showing the 3D-sky. Heres a pic for easier comparison:
User posted image
textures dont show up for me
Do they go in half-life 2 deathmatch\hl2mp\materials\dm_cloudcity?
The materials should be in half-life 2 deathmatch\hl2mp\materials\maps\dm_cloudcity.
However the old alpha version that is available is almost completely covered with the grey dev textures.
Re: Dm_Cloudcity Posted by Addicted to Morphine on Tue Feb 14th 2006 at 12:55pm
Posted 2006-02-14 12:55pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
The images appear to be broken (at least for me).
Re: Dm_Cloudcity Posted by MisterBister on Tue Feb 14th 2006 at 1:05pm
MisterBister
277 posts
Posted 2006-02-14 1:05pm
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
The images appear to be broken (at least for me).
There you go.. snarkpit seemed to add two "BR" to the link... Dont know why..
Re: Dm_Cloudcity Posted by MisterBister on Mon Feb 27th 2006 at 7:08pm
MisterBister
277 posts
Posted 2006-02-27 7:08pm
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
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:Right.. Time for a small update.
Ive been making textures and remade the 3D-sky a bit during this week, however theese changes are small so i wont bother you with more pics.

Ive also done a remake of the elevator shaft to match the detail level of the rest of the map.Many people has told me about the map being a bit too dark, so i thought it would be wise to make the shaft a bit more bright aswell.

Heres a pic of how it looked like before:
<a href="http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a620000.jpg" target="_blank">User posted image</A>

Heres a pic of how it looks right now.
<a href="http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a630003.jpg" target="_blank">User posted image</A>

Ive had complaints about the screenshots being too compressed, so this time i havent compressed them at all! Hopefully you wont kill me for making the load times too long.
Re: Dm_Cloudcity Posted by ReNo on Mon Feb 27th 2006 at 7:25pm
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Yup, that looks far more interesting. Doesn't really look like you increased the functional brightness much (looking at the platforms players can actually be on), but the scene is far less dark overall. Good job :smile:
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Re: Dm_Cloudcity Posted by Orpheus on Mon Feb 27th 2006 at 8:31pm
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MisterBister said:
Ive had complaints about the screenshots being too compressed, so this time i havent compressed them at all! Hopefully you wont kill me for making the load times too long.
Can't ever happen, if you do it correctly. I find the concept of someone making a great map, but completely unable to post images correctly a bit hard to believe. Stinks of "I can't be bothered"

This second picture definitely looks great (its content, NOT its size.) The lights may or may not be bright enough, since screenshots usually lie about that sort of detail, but the atmosphere went up markedly with the new additions.

I am not even going to mention my tutorial again. You've been here far to long now. :rolleyes:

The best things in life, aren't things.
Re: Dm_Cloudcity Posted by MisterBister on Wed Mar 15th 2006 at 11:46am
MisterBister
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Posted 2006-03-15 11:46am
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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:

Sorry about the delay, but I've been busy in school.
All ereas have now been enhanced and look quite well, but there are still lots of stweaks to do before final. However im quite close to releasing a beta-version of the map.

The biggest changes are new textures, but there are also places that have been enhanced by more detail. I have brighten all of the screenshots to make it easier to see for those who use CRT monitors.

User posted image
Heres a corridor that has been enhanced quite a bit, however it still looks quite dull. I will add more detail to it before the final version.

User posted image
This room has been enhanced with new textures, aswell as the blue monitor in the ceiling.
The chairs to the right will hopefully be replaced by models before final release.

User posted image
Here's a pic from a scene that hasnt been enhanced with new detail, however new textures has been applied. Its quite difficult to see them from this angle thoug (stupid me).

User posted image
The same scene from a different angle, here you can more clearly see some new textures that I made (the orange ones for example) .

User posted image
Heres the warehouse from a different angle. it hasnt been enhanced much, except for the orange textures to the far left.

User posted image
Heres the elevator shaft from a different angle, the new stuff is that the connections to the shaft has been detailed and fit in properly.
Re: Dm_Cloudcity Posted by reaper47 on Wed Mar 15th 2006 at 2:39pm
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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!
Re: Dm_Cloudcity Posted by Addicted to Morphine on Wed Mar 15th 2006 at 2:54pm
Posted 2006-03-15 2:54pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
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?
Re: Dm_Cloudcity Posted by BlisTer on Wed Mar 15th 2006 at 8:09pm
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some nice shots in there. how are the fps ?
These words are my diaries screaming out loud
Re: Dm_Cloudcity Posted by Myrk- on Thu Mar 16th 2006 at 5:46pm
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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.
-[Better to be Honest than Kind]-
Re: Dm_Cloudcity Posted by Addicted to Morphine on Thu Mar 16th 2006 at 7:04pm
Posted 2006-03-16 7:04pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
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!
Re: Dm_Cloudcity Posted by MisterBister on Sun Mar 26th 2006 at 7:13pm
MisterBister
277 posts
Posted 2006-03-26 7:13pm
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
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.
Re: Dm_Cloudcity Posted by G4MER on Mon Mar 27th 2006 at 3:31am
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Posted 2006-03-27 3:31am
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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.
Re: Dm_Cloudcity Posted by MisterBister on Fri Apr 7th 2006 at 12:22pm
MisterBister
277 posts
Posted 2006-04-07 12:22pm
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
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.
Re: Dm_Cloudcity Posted by Captain P on Fri Apr 7th 2006 at 1:12pm
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Posted 2006-04-07 1:12pm
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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:
Create-ivity - a game development blog
Re: Dm_Cloudcity Posted by Orpheus on Wed Apr 12th 2006 at 7:36pm
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Posted 2006-04-12 7:36pm
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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.

The best things in life, aren't things.
Re: Dm_Cloudcity Posted by MisterBister on Wed Apr 12th 2006 at 8:05pm
MisterBister
277 posts
Posted 2006-04-12 8:05pm
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
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.
Re: Dm_Cloudcity Posted by Orpheus on Wed Apr 12th 2006 at 8:18pm
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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:

The best things in life, aren't things.
Re: Dm_Cloudcity Posted by Captain P on Wed Apr 12th 2006 at 9:51pm
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Posted 2006-04-12 9:51pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
There's compile tool parameters for brighting up stuff too. -gamma R G B I is one, I believe.
Create-ivity - a game development blog
Re: Dm_Cloudcity Posted by Orpheus on Wed Apr 12th 2006 at 9:55pm
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Posted 2006-04-12 9:55pm
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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:

The best things in life, aren't things.
Re: Dm_Cloudcity Posted by MisterBister on Fri Apr 14th 2006 at 2:09pm
MisterBister
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Posted 2006-04-14 2:09pm
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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 =/.
Re: Dm_Cloudcity Posted by G4MER on Fri Apr 14th 2006 at 10:56pm
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Posted 2006-04-14 10:56pm
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Ahh hell, ill DL it and Snail mail the damn thing to him lol.. or if he happens to ever to a drive though El Pishole again I'll hand him the map n a CD. Good job man.. I cant wait to see the final.. oh and I hate you.. lol Not really im just jelouse of your extreme talent. Teach me master.. lol.
Re: Dm_Cloudcity Posted by Orpheus on Fri Apr 14th 2006 at 11:06pm
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Posted 2006-04-14 11:06pm
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<DIV class=quote>
<DIV class=quotetitle>? quoting MisterBister</DIV>
<DIV class=quotetext>Download size will be around 18megs im afraid. Hope your 56k can take that =/.</DIV></DIV>

Downloading. And yes 18 megs is a steep climb but I'll manage.

Problem is, my download says "5.02 megs"

Whats up with that????

18 megs isn't to much, as long as I don't have to do it but once more for the finished map. Hopefully, I won't find anything that calls for a total rebuild. :heee:

yeah, as if.

[EDIT]

I do have one bit of advice. If you forget, even for a moment to add the proper and full credits into your readme... You're not likely to get much more help on any future projects. Don't laugh, its happened before.

/me looks at map now.

<DIV>[EDIT 2]</DIV>
<DIV> </DIV>
<DIV>Very old build :sad: </DIV>
<DIV>My only complaint with it though, was the item placement. Having caches never works well in a map. At least not one meant to be taken seriously. I saw way to many items placed in bunches.</DIV>
<DIV> </DIV>
<DIV> </DIV>

The best things in life, aren't things.
Re: Dm_Cloudcity Posted by MisterBister on Sun Apr 16th 2006 at 9:00pm
MisterBister
277 posts
Posted 2006-04-16 9:00pm
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
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:

Orpheus:
I havent released the BETA until now..
I managed to make the whole package into 12 megs, just for you.
I never forget to add proper credits. Just check my last map, the credits list houses around 50 people and personal comments for everyone.

I have now tested the beta with some friends and made sure that it works as it should.

You can download it here:
http://www.home.no/misterbister/maps/dm_cloudcityBETA.rar

The fundamental layout of the map will not be changed very much at this point, however im open to all crits you can give me.
Please test the map with some friends if you can and tell me what you think. I would greatly appreciate that.

Heres a list of things that i WILL change/add with the final version:

Sounds (Ambients and stuff, everywhere)
Throwable objects
Materials (Ill replace some of the materials, aswell as make new ones)
3D-sky (will probably remade quite alot)
Weapons (Probably change their position aswell as add some where they are needed)
Teamplay (Ill add specific spawnpoints for teamplay)
Ads (Ill completely remake all the ads)

Here's some images of Dm_cloudcity BETA:

User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image

Again, the map can be downloaded here:
http://www.home.no/misterbister/maps/dm_cloudcityBETA.rar

Feedback is appreciated.
Re: Dm_Cloudcity Posted by Orpheus on Sun Apr 16th 2006 at 9:12pm
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I wasn't accusing, just covering all bases. I cannot leave anything to chance.

You can't blame me, after all you told me to shut up as both Orpheus and Underdog.

/me downloads now. Thanx for accommodating my needs. :smile:

The best things in life, aren't things.
Re: Dm_Cloudcity Posted by Loco on Sun Apr 16th 2006 at 10:07pm
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I'm downloading it myself just now. Not sure how I missed this one - from the screenshots it looks stunning.
My site
Re: Dm_Cloudcity Posted by G4MER on Sun Apr 16th 2006 at 11:06pm
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this will be a featured map on Dweebs.. its awesome.
Re: Dm_Cloudcity Posted by Orpheus on Mon Apr 17th 2006 at 2:04am
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I could spend sentences patting you on the back for what you have accomplished but, I do not really think thats what you're after. The map, architecturally speaking, is superb. It taxed my machine a bit, but no where so badly that I couldn't run it. The map has much to see, but is strangely barren. Its architecture is great, but the attention to the small stuff is missing. The crate situation is... It leaves something to be desired. I love the textures on them, but, there are simply to many. The lighting is my chief complaint. As I said in the critique, its more than likely due to my settings. There is a sever lack of sounds for a map so large and a metal theme. (which you plan already)

The map had connectivity out the butt, but, being mostly metal, there were no distinguishing landmarks. One could be in a constant state of "Being lost"

The map, isn't ready for release but, its damned close. Put in a bit of time into the little things and you'll do fine.

I feel that my critique covered a large portion of the things that need addressed, but I would feel much more comfortable if more people put in some time for more critiques. A map this size needs more eyes.

I might be encouraged to do one more critique before release, but.. We'll see.

DM_Cloudcity Critique.

The best things in life, aren't things.
Re: Dm_Cloudcity Posted by snowforskate on Mon Apr 17th 2006 at 3:19am
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Posted 2006-04-17 3:19am
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I realy like what you did with this map, very nice job on the design and detail. one complaint tho, the fps. lots of replys, didnt get the chance to read them all but this is what I found when I played the map. A spot with my 7800 GTX dropped to 30 fps, I took a screens of it here... ( this is on low graphics settings to )
http://img80.imageshack.us/my.php?image=dmcloudcitya7400007nv.jpg
http://img80.imageshack.us/my.php?image=dmcloudcitya7400019ba.jpg
the one of the blank wall with 30 fps is just me moved over to the right of the other screenshoot, the fps are still about the same tho. From my experence this fps loss is caused from not wraping the skybox enough, and/or having a realy long/wide skybox wall. If you can wrap your skybox to the outside walls more and use more world brush to seal your map instead of skybox brush I bet you would double your framerates on those spots.Thats whats I've experenced. Hope this helps. Its a very nice map and I would host it on my server if the fps were better.
Re: Dm_Cloudcity Posted by mazemaster on Mon Apr 17th 2006 at 4:05am
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Posted 2006-04-17 4:05am
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Consider the image here:
http://www.snarkpit.net/pits/orpheus/critiques/cloudcity/photos/photo22.html

This might be what Orph was getting at, but you could really make the hallway look good by adding "trim" to the floor. So like next to the wall the floor is metal, and then in the middle of the path its carpet.
http://maze5.net
Re: Dm_Cloudcity Posted by Orpheus on Mon Apr 17th 2006 at 11:34am
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snowforskate said:
. Its a very nice map and I would host it on my server if the fps were better.
You're pissing about 30 FPS? Then you post a 180k image? :rolleyes:

Has it occurred to you that 30 FPS is excellent?
Has it occurred to you that it might be your machine?

I have a 9800 pro and the worse I could locate was 27 FPS (still great) for a long distance shot at medium/high settings?

If the framerates dropped to 15 or so, I'd bitch but to cry about 30 is bulls**t.

If I were you, I'd look into why my much older video card is giving much better results than yours is.

My machine specs:

3500+ @ 2.2 ghz
1.5 gigs ram
9800 pro 256 megs video

The best things in life, aren't things.
Re: Dm_Cloudcity Posted by reaper47 on Mon Apr 17th 2006 at 11:50am
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Posted 2006-04-17 11:50am
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This is certainly one of the most intersting maps around. I can't wait to play the finished version.

Here's what I noticed on a first look:

You stated that this map is made to "push the limits" so I won't spend too much time criticizing the FPS but you should know that people will complain about it running very slow on a full server. Also with some optimizing you could improve it a bit without much eyecandy lost.

[edit] I agree with Orpheus, I have a 9800 Pro and the map runs at 30+ FPS with 1280x960 and 2xAA. So it's not that bad.

I absolutely love the skybox. The cars flying around, the huge buildings in the distance, the perfect cloud effects... Also I like the advertisements, put more of them into the distance, too. Make sure the player wonders if there are similar places like the one you're running around in the distance. Connect it with the playing area more. It makes the setting more lively.

My biggest complaint is probably lighting. Everything seems to be covered in a constant brighness. There isn't any real contrast. My tip for this is usually to keep the ceilings darker by using spotlights. Maybe less different colors and especially "white" lights, more blues and yellows but not too close to each other. More like yellow for the inside and blue for the outside, for example.

Texture use is good at places but sometimes the mix is strange. The green floor tiles look too low tech for a place like this. To be honest I don't like the orange lines at all. A tip: Try to replace the orange texture by a white stripe of brightness. I think it could work! I don't really have a problem with the carpet texture. It makes the place look more like an actual city than a mechanical space station, that's something I like. It needs more borders and trims, though, like most floors in the map. Many grey textures are used, but different shades of grey (greenish, blueish then some absolutely neutral color in between). This makes the whole place look colorless although it already uses almost the whole spectrum. Try to define one main color for each area, like with lighting.

The only thing I don't like about the architecture is that there are too many, too long corridors. They mostly look the same and you feel like the detail is streched a bit, making it look bland at close range. This could be improved by slightly better aligned textures, a few borders maybe. Ideal would be some high detail models for the arches, but I know that's not easy :rolleyes: