dm_residential

dm_residential

Re: dm_residential Posted by midkay on Sun Jul 9th 2006 at 10:47am
midkay
398 posts
Posted 2006-07-09 10:47am
midkay
member
398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
Hi all,

I've been doing lots of little work on dm_residential the past week or so, and made a few larger changes. Wanted to start a forum thread and begin by updating you all with some progress/goals and latest screenshots. :smile:

First, what's been going on - I've given another building down the street an "interior". It's actually a section of the bottom two floors of the building which have been blown out and you can now run through the building as well as up to what's as close a 'camping' spot as I'll probably get in this map. Done a ton of optimization as well, tweaks, improvements, all that. I've been playtesting nearly every night for an hour or two with a friend of mine, which I'm glad I can do since it helps to figure out how gameplay will work. It's been a blast; can't wait to get this finished. :smile:

Here are the latest screens, as links since I've got seven. Sorry, no HDR here, forgot to compile with the checkbox enabled, and I don't want to wait another 30-45m. :smile:

Overview of parking lot/building area: http://img55.imageshack.us/img55/9553/bldg6xx.jpg

.. and from another angle: http://img454.imageshack.us/img454/184/park9vl.jpg

Looking down the main street, blown out building at lower left: http://img230.imageshack.us/img230/2496/street3zl.jpg

Ground-level shot of outside of the blown out building: http://img454.imageshack.us/img454/6353/blownbuildingexterior2pk.jpg

.. and the interior (sorry, sorta dark): http://img454.imageshack.us/img454/5898/blownbuildinginterior20uj.jpg

Looking down main street from another angle: http://img230.imageshack.us/img230/2561/street21xp.jpg

And from a bit higher up: http://img75.imageshack.us/img75/8752/street37ih.jpg

I'm happy with how things are coming and am excited to start working on new major things tomorrow - more building detail and interactivity, more props, more gameplay. :smile:

Comments, critique are all appreciated - please keep in mind the map is currently still around only 30-35% done. :smile: I'll keep this thread updated as often as I can, probably a couple times a week with a couple new screens each time.
Re: dm_residential Posted by Orpheus on Sun Jul 9th 2006 at 11:59am
Orpheus
13860 posts
Posted 2006-07-09 11:59am
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
I looked at screen number 1 and these things I noted:
  • Screenshot is 2 times larger in file size than necessary. This precludes looking at screen number 2 through 7.
  • The entire region is contained within a rudimentary square. I can see where that will work, if a prison, or restricted area is the goal however. I have no problems with that.
  • The buildings look like cardboard cutouts. no building really looks like that. Often.
  • The traffic light on the "T" side is facing the wrong lane.
  • The wooden ramps? Why? and Why to such scale? You could literally park a car on those.
  • The grass says summertime. The tree says Winter. Put some leaves on the tree or kill the grass.
  • A similar fence could be employed around the broken car area.
Things you could add:
  • Sidewalks.
  • Breezeways on or connected to the buildings.
  • Fire hydrants.
  • Phone booths.
  • Bus stop benches.
  • Mail boxes.
  • Cross walks.
  • Dirt lots.
  • Playground equipment.
  • Billboards.
Good luck with those other 6 screens.

The best things in life, aren't things.
Re: dm_residential Posted by G.Ballblue on Sun Jul 9th 2006 at 2:57pm
G.Ballblue
1511 posts
Posted 2006-07-09 2:57pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
Main thing I saw with it is that it looks way too empty. HL2 has a huge assortment of props and junk that can (occasionally) be randomly placed. There's still some thinking behind it though, usually.

For instance, some garbage lying up against a building would look nice -- or why not have a dumpster with garbage near that? You've got quite a few possibilities oepn to you.
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: dm_residential Posted by midkay on Sun Jul 9th 2006 at 8:51pm
midkay
398 posts
Posted 2006-07-09 8:51pm
midkay
member
398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
Orpheus:
  • Alright, I've uploaded screens that are a little less than half as large as they were before.
  • Hmm, yes, the entire map (which you can only see about.. 1/3 of in screen #1) is basically contained in a square, though the gameplay doesn't feel that way. That will be adjusted later, in any case.
  • Yes, the buildings suck. Majorly. Have you seen any good tutorials on this? :smile:
  • (traffic light) Oops, how did I miss that...
  • That's the only wooden ramp, and to get up on that building... quite subject to change, just the first thing I came up with.
  • It is a bright spring/summer day, but unfortunately although I am using skin "1" for that tree there aren't that many leaves.. I suppose I could try adding my own.
  • Yes, good idea.
I really like your suggestions, I'll consider them all and use most of them. Thank you. :smile:

G.Ballblue:

Yep, certainly empty. I haven't done any prop placement yet, really - coming soon. Just getting things laid out and how I feel they should be. I do in fact have a green dumpster with garbage piled around it, funny you should suggest it.. I don't think you can see it in any of these screens, it's in an alleyway.

Still of course to-do: tons of decals and overlays. The problem is I've done lots of this twice before on this map and sometime after I've laid them all out I'll get an "Face List Count >= Overlay_bsp_face_count" error and I can't figure out how to resolve it until I just delete most or all of the decals. I'll save those for the end so I only have to do them once.

Thanks for your suggestions, guys.
Re: dm_residential Posted by midkay on Thu Jul 13th 2006 at 10:29pm
midkay
398 posts
Posted 2006-07-13 10:29pm
midkay
member
398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
Alright, here are some more screens (seven, actually; showing maybe more of the gameplay, I played with two friends last night for a couple hours).

Some changes since the last screens:
  • Some work on a couple of the buildings, trying out some different techniques to give the buildings a more realistic look.
  • Detachable traffic lights that start out in the right position.
  • New ground texture.
  • Lots more work inside the corner building - worked on lighting, and a hall with a room at the end. More to come.
  • Actual roofs on all of the buildings. Subject to change...
Screen 1, new roofs, more debris: http://img163.imageshack.us/img163/8424/residential11eg.jpg

Screen 2, more debris: http://img241.imageshack.us/img241/5262/residential26bk.jpg

Screen 3, wooden ramp gameplay, potentially to-be-removed (see below): http://img74.imageshack.us/img74/5201/residential38ws.jpg

Screen 4, view from the sniping spot in the destroyed building: http://img74.imageshack.us/img74/7521/residential42ct.jpg

Screen 5, on the roof of the corner building, looking at the staircase leading down: http://img169.imageshack.us/img169/3143/residential57wd.jpg

Screen 6, bloody death :wink: : http://img110.imageshack.us/img110/4540/residential61df.jpg

Screen 7, death again, showing the new slanted roof from another angle: http://img169.imageshack.us/img169/7674/residential72bt.jpg

And changes I've done already from the compile shown in these screenshots:
  • Lowered combine tower with rocket launcher, so you can't reach the roof once you jump down to get it.. solves problem with rocket whores camping on roof.
  • Rudimentary tree fort in large tree (more or less a flat board cut up a bit with a ladder leading up to it) with crossbow ammo should make for a bit of fun.
  • Ladder leading to the corner building's roof. Much quicker, alternate way to access the roof (from inside stairs or wooden ramps). This may result in the removal of the ramps.
  • Small other tweaks/changes.
The map's probably around 45-50% by now. Still major to-dos: more interior on corner building, more detail on other buildings, plenty more props, and decals all over the place. Thanks for looking, I'll post another update in the near future.
Re: dm_residential Posted by midkay on Fri Jul 21st 2006 at 7:05am
midkay
398 posts
Posted 2006-07-21 7:05am
midkay
member
398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
Another update.

dm_residential has undergone a major revamp; the biggest changes since I've posted about the map here. Here's a list of as many changes as I can recall (certainly not everything):
  • The map is altogether considerably smaller (shaved a lot off one side of the map) - it feels much more like the right size now.
  • Several buildings have been joined up as well as a new, large hotel created with a small interior.
  • Sidewalks/streets entirely redone for the best possible efficiency and looks. Sidewalks are clearly sidewalks now with appropriate textures, corners are large and round, brushwork is much cleaner and more efficient. The road also now has a bend in it which, IMO, looks really nice.
  • Street lights and street signs.
  • Decals are being placed for detail. Some are visible in the screenshots.
  • New bus stop (along with sign) and enterable kiosk.
  • New small store interior (ground level of one of the buildings, a la dm_overwatch).
  • More work inside the corner building.
  • More props.
Still to-do:
  • More props.
  • More decals/detail/debris.
  • More interior to the corner building.
  • More texturing work on a couple buildings.
  • More detail on corner building.
  • Redo (currently awful) 3D skybox and surrounding environment.
Following tradition, 7 more screens!

Screen 1, view from "corner building"'s roof - new sidewalks, textures and buildings visible: http://img138.imageshack.us/img138/963/residential1xk6.jpg

Screen 2, a sneak peek at one of the corner building's interior hallways: http://img138.imageshack.us/img138/7472/residential2ai8.jpg

Screen 3, view from the tree fort, bend in road visible: http://img216.imageshack.us/img216/2448/residential3bn2.jpg

Screen 4, bus stop in foreground, kiosk farther back to the right: http://img291.imageshack.us/img291/2103/residential4ig7.jpg

Screen 5 shot of new hotel's small interior (lobby): http://img291.imageshack.us/img291/7606/residential5xv1.jpg

Screen 6, a look at the (currently empty-ish) small store interior: http://img154.imageshack.us/img154/4645/residential6yo2.jpg

Screen 7, a look down the road from the combine tower: http://img291.imageshack.us/img291/1610/residential7cl0.jpg

I'm nearly there now. :smile: I'm considering releasing a beta, but what I personally think would be more fun is getting together a beta playtest with a few friends as well as anyone here who might want to join. This is probably a futile effort, but please, leave a post if you're interested at all, and I'd like to see what we can get together.

Thanks for looking. Any more suggestions, now's the best time. :smile:
Re: dm_residential Posted by Addicted to Morphine on Fri Jul 21st 2006 at 7:36am
Posted 2006-07-21 7:36am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Hi midk,

Screen 1: First thing I noticed was that there are a too many windows on each building. Why not cut the number of windows in half and see how it looks?

Screen 2: The light on the left wall is too bright. Try decreasing the intensity of it, and if you really want to give it a 'bright' appearance, use a sprite.

Screen 3: Again, too many windows. What's up with the planks leading to the roof on the right? How'd they get there? What are they?

Screen 4: Bus stop and kiosk look good. The streets need more details like that to bring the city to life.

Screen 5: A hotel entrance should be fancier than that. Why not make the entrance an arch, maybe put in a broken revolving door thats been shattered, or at least some doors blown off the hinges. Also, the texture transition from interior plaster to exterior brick is too sudden, another reason why a doorway or doorframe would help.

Screen 6: The balconies and lights on inside the building (both the ground floor and the 2nd and 3rd floors, make this easily the best looking building in your map. Still an awful lot of windows, but overall this building is much more convincing than the others.

Screen 7: I think you need to reasses how you're going to contain the map. A combine wall works well enough for one, maybe 2 sides... but having all 4 sides boxed in by the same wall makes the level seem fake. I know you said you wanted a better 3D skybox, so when you go back and fix it up, try to think of other ways to seal off the map.

Finally, I think the map is too flat. Why not make one corner of the map (or half of it) higher than the rest of the areas. It'll be more fun to play and give a little bit more visual variety. It shouldn't be too hard, just have to lift the buildings up and angle the roads.

Hope that helped. Good luck with the next update.
Re: dm_residential Posted by midkay on Fri Jul 21st 2006 at 7:54am
midkay
398 posts
Posted 2006-07-21 7:54am
midkay
member
398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
Thanks for the reply, Addicted to Morphine.

Screen 1: You're right. I've discovered that I really suck at texturing/modeling buildings. It's good to get suggestions on these things that I have no eye for. I'll give it a try. :smile:

Screen 2: Definitely. That, for what it's worth, seems to be the result of HDR - in LDR mode, the light looks just fine (surprisingly). The only reason I haven't changed it yet is that I haven't decided on the kind of lighting I want (probably gonna go with flourescent, like in that hallway).

Screen 3: This is the most-used building so it certainly does need more detail. The planks are.. well.. I don't know. :biggrin: Probably going to be deleted, that's what they are...

Screen 4: Cool, thanks. Maybe I'll place another bus stop somewhere...

Screen 5: Right. Another thing I suck at: doorways into buildings. If I make the doorway the correct size for a door or two to fit, it tends to seem too small, at least in Hammer. I'll have to just go for it and see how it looks, I suppose. Doorframes are a good idea.

Screen 6: Thank you. I do like this area. :smile:

Screen 7: Combine walls are indeed cheap and need to go for the most part. Since I don't really have any other immediate, simple ideas for map containment, I placed them about as a rudimentary, basic map sealer - so people at least wouldn't walk up to the edge of the map and look off and think "huh?". I'll probably come up with something. :smile:

Oooh.. a hill/incline. That's an interesting idea. Sounds painful, but very interesting gameplay-wise. I might have to give that a bit of a try. :smile:

That definitely helped - appreciate it a lot, thanks. :smile: gets back to work
Re: dm_residential Posted by Addicted to Morphine on Fri Jul 21st 2006 at 8:03am
Posted 2006-07-21 8:03am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Glad I could help midk, I appreciate you responding to my points, it's nice to know your time and thoughts get taken on board or at least considered :smile:

I look forward to seeing new shots.
Re: dm_residential Posted by midkay on Fri Jul 21st 2006 at 8:13am
midkay
398 posts
Posted 2006-07-21 8:13am
midkay
member
398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
Sure thing, when someone gives a lot of advice and suggestions I certainly make a point of at the very least responding to and considering each one to show my appreciation. :smile: I'm glad you opened my eyes to a few things, in fact I lowered the "progress complete" from 80% to 75% as a result. :biggrin:

I'll probably work for a couple more days and post up a few more screens of the changes. That hill idea is really beginning to look appealing. :smile: That'd probably take a few hours to get done, what with moving all the buildings+interiors over there up a ways, getting the textures straightened out, integrating all that.. but I love the mental picture I have of it. :smile:

Thanks again.
Re: dm_residential Posted by midkay on Sun Jul 23rd 2006 at 4:52am
midkay
398 posts
Posted 2006-07-23 4:52am
midkay
member
398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
Hey all,

I'm going to have a play test with several friends (probably around 4-5 people total; maybe 6). It'll be around 9PM PDT.. or like 5PM eastern. It'll probably last an hour or more, but if anyone here'd like to join, even if just for a few minutes, leave a message! :smile:

Thanks!
Re: dm_residential Posted by midkay on Mon Jul 24th 2006 at 12:13am
midkay
398 posts
Posted 2006-07-24 12:13am
midkay
member
398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
Typical, I forget to leave the date of the game - today. :smile:

That's in four hours or so.
Re: dm_residential Posted by Addicted to Morphine on Mon Jul 24th 2006 at 3:13am
Posted 2006-07-24 3:13am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
I'd like to help out, but I A) Don't have Steam here B) I'm in China

Hope it goes smoothly. Post some screens of your map in action (ie. people fraggin each other).
Re: dm_residential Posted by midkay on Mon Jul 24th 2006 at 4:02am
midkay
398 posts
Posted 2006-07-24 4:02am
midkay
member
398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
Drat. :smile:

This build has the suggested hill in it! And what hell it was... I worked for maybe 8 hours last night completely revamping the map for the hill, and several hours today. Time to give it a run. Screens of ramp and gameplay soon. :biggrin:
Re: dm_residential Posted by Addicted to Morphine on Mon Jul 24th 2006 at 4:21am
Posted 2006-07-24 4:21am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Sweet, glad you integrated it! Z-Axis changes are always welcome!
Re: dm_residential Posted by midkay on Mon Jul 24th 2006 at 8:56am
midkay
398 posts
Posted 2006-07-24 8:56am
midkay
member
398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
Yep, I'm glad I did it too - although vvis wasn't too happy about it. :biggrin:

We played for a surprising 2-and-a-half hours. There were five players at one point, but for the second two thirds it was four of us. We had a lot of fun; the hill brought a definitely great gameplay change, thanks again for the suggestion.

Here are fourteen screens, twice as many as usual - and now they're 1024x760 (who still runs an 800x600 monitor, anyways?) :smile: They're more or less all "action" screenshots (not the "clean", formal ones I've been posting). Two notes; the below screens do not have HDR, since I didn't compile with the checkbox ticked, and the screens also do not have proper reflections. Cubemaps didn't work right for some reason, even after several rebuilds+restarts+mat_reloadallmaterials'. Ah well; enjoy.

Screen 1, no comment :smile: : http://img84.imageshack.us/img84/8540/residential1xw3.jpg

Screen 2, front of "corner building": http://img83.imageshack.us/img83/2706/residential2ay8.jpg

Screen 3, looking down the lovely new hill: http://img83.imageshack.us/img83/8246/residential3gb3.jpg

Screen 4, some new interior hallways: http://img84.imageshack.us/img84/4412/residential4vl1.jpg

Screen 5, a peek out from a new camping spot higher up in the destroyed building: http://img91.imageshack.us/img91/8793/residential5ny8.jpg

Screen 6, looking down the hill: http://img84.imageshack.us/img84/7418/residential6hl8.jpg

Screen 7, a look up the new hill and park area towards the raised buildings: http://img84.imageshack.us/img84/1029/residential7ub1.jpg

Screen 8, "ground level" view of the hill: http://img84.imageshack.us/img84/3025/residential8fy2.jpg

Screen 9, another look out the new campspot: http://img84.imageshack.us/img84/2844/residential9po0.jpg

Screen 10. no gun for some reason (am i dead?) - looking up towards the hotel: http://img84.imageshack.us/img84/9408/residential10zq0.jpg

Screen 11, down the street from the far end: http://img91.imageshack.us/img91/3176/residential11ow5.jpg

Screen 12, yet another look out the new camp spot - couldn't resist this one, someone's dying in my crosshairs :biggrin: : http://img82.imageshack.us/img82/2694/residential12dk1.jpg

Screen 13, view from atop the roof looking down on the park area: http://img82.imageshack.us/img82/7506/residential13rg2.jpg

Screen 14, just liked the composition of this one - looking down the street: http://img91.imageshack.us/img91/4466/residential14md1.jpg

The playtest went great, I've got a few more ideas in mind and got some cool suggestions from friends, a few bugs that I'll squash... but the end is certainly in sight. :smile:
Re: dm_residential Posted by Addicted to Morphine on Mon Jul 24th 2006 at 9:45am
Posted 2006-07-24 9:45am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Sounds like you had fun!

OK, crits if you want em, in order of the new screenshots.

1) There are still too many windows on this building, and the structure itself is not that exciting. Why not push some areas of the building out, to stagger the sides a bit so they're not flat? As an example, check out this image from the No More Room in Hell mod by dark:

User posted image

Less flat, more of that ^ = nice.

2) The decal seems oddly placed. Too high and overlapping with the windows. I'd move it down and to the right, over to the side of the building away from the windows. Maybe add some trim or signs of a real doorway?

3) The hill does look nice. I was pleasantly surprised to see you curved it instead of just angled it up, so it does look more natural. As for the building though, I'd expect the windows to not be so close to the ground. Perhaps some cement areas near the base of the building before it turns into plastery looking wall with windows. Additionally, there's a whole lot of concrete between the sidewalk and the buildings, looking strange. I'd expect either grass between the sidewalk and the building or at least dirt or a driveway or something to lend the area more variety.

4) Where did all the rubble come from? It looks nice, but doesn't make too much sense. Maybe if the walls around it were concrete instead of plaster, or if the roof above was cut up and you could see where the concrete broke off from it would look more realistic.

5) I'd like to get up here with a crossbow. Also, its a shame about the glowing props over near the parking lot. It seems like the closer light posts are lit correctly, but the further ones aren't (along with the 'crete barriers). Any way to fix that? Also, are you planning on adding traffic lights to your brushwork?

6) The hill looks really nice in that shot! I also like the destroyed windows. You could probably put some rubble down near the ground below those windows. I wish the building itself was less boxy. Also Why not make the bottom parts of the building (without windows on the slope) brick, or something that looks more like a building foundation?

7) Ah, the building up top looks good. It has more interesting geometry, and you've textured in a foundation below the windows. Still quite a few windows on the left side though.

8) Did the treehouse get used much in the playtests?

9) Missing texture on the right side of the cream building directly across from the camp spot.

10) Given the height of the first floor in that building, the windows on the second floor make no sense. The bottom of the window is literally on the edge with the top of the door. I'd just get rid of the windows on that level entirely.

11) I like the blasted hole on the left. How's the performance from that part of the map? I imagine the whole thing is pretty much being rendered at once.

12) midkay +1 frag

13) Playground seems sparse and unused. Why not add a few more props and blend in some dirt around them, making the park look like kids have run around so much in it that the grass has died in spots.

14) Not much to say about this one, just I'd like to see some shots of the inside of that area, with all the rubble and the stairs.

Any ideas for replacing the combine wall? How's the performance of the map overall? Do you have a soundscape yet?

Seems like you could stand to dirty the map up a bit, with decals, overlays, random props and debris.

If you don't have time to read anything else, read this: If you're curious about ways to make your buildings look better, fire up HL2 and walk around the outside of the train station. Snap screenshots of each building, and look at them, study them. I wouldn't suggest lifting the exact design, but instead identify some architectural elements (like rounded edges, varied roof heights, extruded wall geometry etc) and use them in your map. It'll also give you an idea of how Valve implemented the textures you're now using.

Looking forward to more. I also feel like such a backseat mapper right now. Feel free to discard comments or suggestions as you see fit.
Re: dm_residential Posted by midkay on Mon Jul 24th 2006 at 11:13am
midkay
398 posts
Posted 2006-07-24 11:13am
midkay
member
398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
[edit]
Whoa. I've written one hell of an essay as a reply. Forgive me. :smile:
[/edit]

Wow, that's one monster of a post. :biggrin: I really appreciate the detail into which you go on each screenshot. I'll do the same. :smile:

Screen 1: First off - that screen looks great, thanks for it. I'm so bad with buildings... if I have one weak point as far as mapping, I think it's that. :smile: Slowly trying to add details to these. By the way, I took your reduce-the-number-of-windows suggestion on one of the buildings. The brushwork is more complex now since the texture is of two windows, meaning I had to cut out "windows" and "wall" and kind of tile the two together. I think it looks better though. Unfortunately I can't find much of a view of it in any screen but it's just barely visible in screen #6 - the orange colored building behind the yellow one.

Screen 2: Something I've had in mind for a while. I'm just wondering how it will clash with the decal that creates the lack-of-windows there. I should just cut out a section of wall and texture it windowless but instead I used a windowless overlay atop the large windowed brush. I should fix that soon. Also, doors are coming soon - you can see I added some to the hotel (brick building with some detail to it).

Screen 3: Thanks. I spent so long on it, gah. :smile: Not fun to create.. but worth it. It curves up, levels out a bit (not entirely) and starts curving back up a bit. The windows do need to be changed, you're right. The building will probably just be moved up and yeah, I'll give it a concrete foundation like I've done with several of the other buildings on the hill (e.g. the hotel). As for the spacing between sidewalk and building - this should be filled in probably with grass and maybe a few trees, I agree.

Screen 4: The hallway (that works its way up not-quite-the-center of the building) which I haven't really illustrated in any screenshots yet presented a problem with hallways - since the staircase is off-center, hallways down one or two sides of the building can't reach out very far before hitting the edge of the building. I decided as a partial "workaround" I might have the building cut off along that side - destroyed - by the combine walls. Which might go entirely. In which case I'll make the building bigger. Gah. So many options. :smile: It's just not very clear yet that the hallway has been cut off, although it will either be clarified or the concept removed altogether.

Screen 5: This would indeed be a very good place for a crossbow - there's already one placed in the map but it's not very close by and you have to jump out and run around the building to get it, then all the way back up inside. Since the map is already getting big I'm approaching the possibility of having two places that a single weapon spawns for most weapons (e.g. a 357 in the corner building and one in the kiosk - across the map from each other). As for the props - I don't know. :\ Something I've noticed is that while the combine walls/shields cast shadows on the brushes, they don't block light from lighting the player's weapon - so standing anywhere in those combine wall shadows should leave you with a fully sunlit weapon. This may apply to props as well - it would certainly seem so. I'm not sure what to do. Maybe a BLOCK LIGHT brush if it comes down to that. Or maybe that problem will solve itself when the combine walls are replaced with something else. Oh, and traffic lights - yes, traffic lights spawn there. They are, however, removable when damaged, so you can shoot them down and throw them around. :smile: As a side note, I'll probably redo that brushwork. It looks too bold and too... straight, perhaps. I don't really like it.

Screen 6: Thanks @ the hill. The destroyed sections of wall look alright but I'm not very happy with them yet - they're displacements and sometimes don't seam together too well. Rubble's a good idea. A foundation will come soon as noted above. :smile:

Screen 7: The building up top = the "hotel". The only building that isn't more or less a box, I think. :biggrin: The windows on the left side are.. yeah. Dense. I'll work on that.

Screen 8: Funny thing - the ladder leading up to it was extremely fux0red in the version we tested. It's always been a bit weird, but I must have done something to really screw it up recently. I'm trying a fix for the next compile. I did however see several players give several attempts at getting up there, and a couple times a player managed to get on the ladder just right and make it up to the top. It was pretty cool, from the "new camp spot" I watched, zoomed in, as someone camping up in the treehouse was ambushed from someone else who climbed up behind them and crowbarred them to death. :smile: Your question would seem to imply that it may not be a very important part of gameplay, and I agree there is potential for that; when the ladder's working again I'll have to see if the treehouse is used when it's actually accessible or if it's ignored mostly. I have health vials and crossbow ammo up there.

Screen 9: Right. Ooops. Forgot to select something when moving the building upwards. :smile: Nice find, I never even noticed. :smile:

Screen 10: You're right, I missed that. In an earlier screenshot in this thread - here [ http://img291.imageshack.us/img291/7606/residential5xv1.jpg ] - there was a bit more distance between window and lobby ceiling. I "fixed" that and as a result it looks wrong. Removing windows from that floor altogether sounds like the correct solution indeed.

Screen 11: Thanks, the hole serves its purpose indeed :wink: Performance I could go on about for a while. Map performance even from a far corner seeing everything the map has to offer has been surprisingly good for me for quite a long time. I've been spending a lot of time using nodraw everywhere possible, keeping brushes as aligned/efficient as possible, etc, and it's paid off. In the latest build with the hill, however, performance has taken a noticeable turn for the worse. From the roof of the corner building looking across the park and other buildings on my 7900GT maxed out at 1280x960 everything's been alright - 35 fps probably, no major drops or stutters. But in the latest build from the same viewpoint it may be as low as 20 fps. I'll have to see what I can do to optimize this as much as possible.

Screen 12: Addicted -2 usefulness ;D

Screen 13: Right, I have a slide and some monkey bars.. not much. :smile: Some more stuff like a sandbox or merry-go-round would be welcome here. I used the alpha blending for dirt around the trees, but not yet around the slide/bars. Good idea.

Screen 14: Hm, you're right, I didn't really provide any screens of the inside. Next time, I promise. :biggrin: I'll recompile overnight and maybe snap a few screens in there and post them here tomorrow (e.g. 12 hours from now).

Combine walls: I have some ideas (taking a few hints from e.g. Overwatch) like piles of rubble, cars, fences, combine shields like you'd see in the HL2 plaza with the forcefields, forcefields by themselves, etc.. but nothing that would satisfy the basically entire open area along the parking lot or at the top of the hill. I might need to use the combine walls there, but I'm not too sure. Maybe I can come up with something. This is still brewing in the back of my head. :smile:

Map performance was noted above, it's gone down since the hill but I'll see what I can do...

I do have several soundscapes.. as well as a basic quiet noise always in the background (ambience) there are some outdoorlike soundscapes a la overwatch as well as one for in the blown-out building (some quiet intermittent groaning metal) and indoors (dunno how to describe it.. just.. indoorsish quiet kind of noises). :smile:

Dirtying up - certainly. I've gone around on a decal spree once a while ago and it definitely helped. A few more of those should be good, then I'll need a bit more debris/trash around.. it's getting there. :smile: Some broken bottles/cartons/bags on the street, but I need more.

I have been looking at especially the HL2 plaza for some reference. I have looked at the source .vmf to see how they achieved some things but I certainly haven't and won't copy anything from there. Nice to see how they managed some things though. Recessed doorways, brick foundations, rooftop windows.. lots of interesting stuff to see there. Also been looking at some other maps like dm_overwatch and some user maps as well.

So things are coming along. On a side note, although I feel that the hours I spent on the hill last night are some of the most painful and tedious I've spent since I started, I don't feel inclined to raise the map's finished %. I haven't gone backwards, not at all, but I don't feel I've really gone forwards. I still see plenty more things to do; the hill was unplanned, but it's really nice to have. I keep seeing new things to do, etc.. I'll leave it as-is for now (the percent) but things are coming along more than ever. :smile:

So thank you, Addicted, for this extremely detailed screenshot breakdown of your thoughts - I really appreciate it. I'll reread and re-reread them again, they all sound very helpful toward progressing the map. :biggrin: Gah, this reply seems extremely long by now. I must have spent around 45 minutes on it.. hmm. :smile: Tiring. Bed for me now.. night. :smile:
Re: dm_residential Posted by Addicted to Morphine on Mon Jul 24th 2006 at 12:25pm
Posted 2006-07-24 12:25pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Thanks for the full reply :smile: Didn't mind the length at all, it was nice to be able to read your response to my thoughts.

Regarding the tree house: Yeah, from the shot I couldn't tell if there was anything actually up there, but since you put some goodies up there I'm sure people will risk the climb. I'm liking it the more I think about it.

Don't worry too much about rushing out a new compile with some shots, because unless there's a lot of serious changes I'm not going to have as much to contribute in terms of suggestions. In other words, I'm running out of new ideas, so I wouldn't mind if you took a few days in the lab and took this map to the next level. At this point I really wish I could play the map, because I'm tired of talking about the looks, and wish I could give you some feedback on the gameplay / layout. The best I can do is just ask for some sort of overhead layout with the potential routes outlined and maybe even weapon placement if you're so inclined :smile: Hopefully your friends gave you some suggestions though.

You know how in Overwatch half of the central building is destroyed and rubble has spilled out into the street, and you can climb it easily to the 2nd floor? I think that would be a really cool element to recreate on one section of the map. Perhaps an alternate way to enter one of the busier buildings, or just a way to fill up an empty looking/feeling area of the street.

Also, I was rereading the early comments in this thread and Orpheus had some good ideas for some things that would help fill up the map. Here are the original ideas that I haven't seen yet in your map, but would like to:

<DIV class=quote>
<DIV class=quotetitle>・quoting Orpheus</DIV>
<DIV class=quotetext>

[*]
<DIV align=left>Breezeways on or connected to the buildings.</DIV>
[*]
<DIV align=left>Fire hydrants.</DIV>
[*]
<DIV align=left>Phone booths.</DIV>
[*]
<DIV align=left>Mail boxes.</DIV>
[*]
<DIV align=left>Dirt lots.</DIV>
[*]
<DIV align=left>Billboards.</DIV>

</LI></DIV></DIV>

I had to look up the term breezeway, since I'd never heard it before: "A roofed, open-sided passageway connecting two structures, such as a house and a garage."

Anyway. It's too bad you can't get CS:S assets in the map, because the assault props would be perfect for this map.

Also, I just wanted to say that your mapping has improved a heckuvalot since I first saw you here at the pit (exploding barrels in a box if I remember correctly :smile: ). Also, thanks for the opportunity to offer some critiques, it feels good to make suggestions, it's been far too long since I last thoroughly responded to anything.
Re: dm_residential Posted by Gwil on Mon Jul 24th 2006 at 7:07pm
Gwil
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Posted 2006-07-24 7:07pm
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Screen 4 - that light wouldn't be working if there's amount of damage so close it, surely?
Re: dm_residential Posted by midkay on Mon Jul 24th 2006 at 9:07pm
midkay
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Posted 2006-07-24 9:07pm
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Addicted:

I always compile overnight (and continually less often during the day) considering how long it takes, usually around two hours with HDR lighting. Cubemaps worked today, so I took a few screenshots of the area you wondered about (inside the semidestroyed building) and also made a kind of aerial layout map (went a bit photoshop-crazy on that).

Layout map - 1280x960, ~300kb. I know Orpheus will moan about this, but if I can just have one screenshot to go all-out as far as quality and resolution, let it be this one. :smile: It looked baddish at lower resolutions and quite ugly at lower qualities. http://img477.imageshack.us/img477/1597/residentiallayoutfy0.jpg

Screen 1 of destroyed building; bottom floor. In the corner of the area right next to where you'd walk in from the side: http://img233.imageshack.us/img233/6051/residential1xr2.jpg

Screen 2 of destroyed building; up the stairs seen in the first shot, right next to one of the camping spots. There's an exit as well as a ladder leading up to the second, "new" camp spot: http://img477.imageshack.us/img477/886/residential2qz7.jpg

Screen 3 of destroyed building; up the ladder. You can see both camp spots. There's a crossbow up here: http://img154.imageshack.us/img154/2987/residential3dz8.jpg

Don't worry, you and the guys I played with have kept me busy with plenty to do. :biggrin: The rubble bit is a good idea, in fact I tried it in place of those wooden ramps I used to have at first, but it.. well, to put it mildly, didn't work. :smile:

Orpheus did indeed have some good ones. Breezeways probably won't really work here since these are apartments or similar, not single houses... also, I can't find a fire hydrant model. I could make one in 3dsmax, but I was reading the page describing how to get custom models into Source - looks quite painful. Phone booths are a good idea, I'll add them at some point - mailboxes I have in one building. Dirt lots, right, that comes with the new displacement park, and billboards.. yeah. Somewhere or other. :smile:

Yeah, Valve should really let HL2/DM maps use CS:S and DOD:S content.. all of it should be accessible by all games. :\ I could really use some of that stuff.

And thanks for the compliment. I should take those maps down... :smile: Happy to be on the recieving end of your crits. :smile:

-- Gwil:

Yeah, I suppose :wink: I was going to have it like hanging off the ceiling on a wire, swinging, and maybe sparking, but I was never able to get phys_lengthconstraint to work right. I'll give it another go sometime, or at least remove the light entities.. thanks for pointing it out.
Re: dm_residential Posted by Addicted to Morphine on Tue Jul 25th 2006 at 12:07am
Posted 2006-07-25 12:07am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
midk said:
Yeah, I suppose :wink: I was going to have it like hanging off the ceiling on a wire, swinging, and maybe sparking, but I was never able to get phys_lengthconstraint to work right. I'll give it another go sometime, or at least remove the light entities.. thanks for pointing it out.
I have to run off to class soonish, so I can't get into the whole reply, but as far as that light goes, you could use one of the broken light props from Nova Prospect where half of the tube is disconnected from the ceiling. You might have to push the prop further into the ceiling to make it fit with the hallway (since its a pretty tall prop) but it would be easier than messing with phys_lengthconstraint (and less resource heavy).
Re: dm_residential Posted by Addicted to Morphine on Tue Jul 25th 2006 at 3:59am
Posted 2006-07-25 3:59am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
OK looked at the new screens.

Looking at the overview, I had a few ideas.

-There doesn't seem to be a lot of potential for flow through the map. When I DM, I don't particularly like to camp one spot until I die, but rather I enjoy coming up with a route I usually take and do laps, picking up health and ammo and fragging along the way. Some of the buildings in the map only look like they have 1 entrance, and other areas (like the bottom left part of the map) look like there's unused space where no one would bother heading to because it's either out in the open and/or no weapons ammo there.

-I'd put 1 or 2 more entrances into the buildings, so that people can enter them easier, and just have more choices when it comes to moving about the map. Also, I'd punch a hole through certain buildings, or just add entrances, to increase flow and choices. Obviously, if you do add new areas (I hope you do) you'll need to put ammo or health down to entice them into that area or to preven that route from being ignored.

-Some of the spawn points, especially the top one near the corner of the building and the wall, seem like a death trap. No good weapons nearby, and no cover or immediate choices. Getting spawned in the back corner of a parking lot with only a submachine gun and no nearby building entrances looks like it would be frustrating. Just my thought not having played it.

-Here's how I'd add some routes (done in Paint, sorry):

User posted image

The idea is just to get more flow around the outside of the map, give people more options when it comes to movement and cover and gives them a chance to escape is they're getting peppered with sniper fire. Just my opinion though :smile: It would be a lot more work for you, and you'd have to use your imagination to make each area, hallway, lobby etc. unique and easily recognizeable. It'll be a challenge sure, but I think it'll be worth it.

Screen 1: Too much debris I think. Especially on the ground further from the stairs. Additionally, the exterior of the building doesn't indicate this level of interior destruction. Either clean up the inside a bit more, or dirty up and destroy the outside to balance it out. Overall a more interesting area than I expected, especially with the bent girders and the prop integration.

Screen 2: Some prop lighting inconsistencies, but I don't know if that can be avoided. Is the ladder the only way up to the sniper spot? If so, I think you should consider adding another route up top, just so the person camping up there has more to worry about.

Screen 3: Flares are a nice lighting choice, but the 2nd floor is too thin. Why not sandwhich 3 types of materials (like tile on top of concrete on top of ceiling material) as a crossection of the ceiling/floor. I think it would look more realistic than 4 units of concrete. Also, this building doesn't really look like a building from the inside. Destruction and rubble is good, but you need to give some indicators that this was a real place, a real building. Retexture the walls and the floor and then destroy them. Ie. place rubble on them, overlays, cut out jagged sections where there was a collapse. If you were to do it over I'd suggest doing a pretty quick build of a real clean building, and then destroy it systematically, adding details etc. Just so you can make sure it feels like a real place before you demolish it. Also, make the 2ndfloor jagged, its way too straight edged along the side with the ladder.

Additionally, where are all the windows that I see from the outside? The building is covered with window textures, but on the inside its just a wall.

I'm sorry if my suggestions all are pretty time-consuming, but if you're up for it I think the result would be worth it. And if nothing else, you'll improve :smile:

Thanks for the layout and for the new screens.
Re: dm_residential Posted by midkay on Tue Jul 25th 2006 at 5:52am
midkay
398 posts
Posted 2006-07-25 5:52am
midkay
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398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
Love the flow map. It looks great. I've been wanting to do something like this - I mean, alternate routes and stuff like that. I've been playing some DoD:S lately and Valve's maps always impress me as far as giving players plenty of choices as far as routes from anywhere to anywhere. I did a bit of that with the destroyed building - two ways in, four ways out - but mostly everything else is quite straightforward and sealed off, and I'd really like to give something like your map illustrates a go. More entrances, more routes.

The spawn points - also right. I might simply delete them all when I'm done with the map and replace them in ideal positons. I haven't had any complaints or problems with the mentioned corner one, but it could certainly be moved elsewhere.

Screen 1: Yep, the outside's just textured like a building so it doesn't look like a concrete box. I'll blow out the windows or.. something... we'll see. :smile: Certainly agree that the inside+outside don't quite mesh..

Screen 2: Alas, I don't think it can [be fixed]. Maybe I'll replace the props with a displacement or something. An alternate route up would be interesting. Maybe from the back via a ladder or something.. that should come as part of the "adding more flow" bit.

Screen 3: Ah, the floor is quite thin, you're right. This entire upper level came as a total afterthought of adding the hill.. I just had to kind of throw it in there quickly so we had the functionality, but I didn't have time to detail it very much. Layered textures is a good idea. Rebar, chunks of concrete, all that must come as well, of course...

The windows? Oh, um.. they were erased by.. a.. residential neighborhood-hating Source lord. Oh, I mean - yessir, I'll do it soon. :wink: That whole outside and inside needs to be retextured, even..

Stuff is piling up for me to do indeed, but keep it coming as long as you can. It's really nice hearing others' thoughts. :smile: Thanks for the layout suggestions and tips!
Re: dm_residential Posted by Addicted to Morphine on Tue Jul 25th 2006 at 7:19am
Posted 2006-07-25 7:19am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Additionally, when you add routes along the edges, don't just do long straight corridors, but rather have a variety of rooms and areas. For example, you could have certain bits of walls torn down or blown apart so that the player is running through apartment after apartment, instead of just down the corridor. Additionally, texture different buildings uniquely on the inside so they don't all blend together, or use some sort of architectural themes to clue the player in on which part of the map he's in (ie. a s**tty, dirty apartment in one area, and a high class hotel in another). Make each area memorable so new players can learn the map quicker.

Glad you liked the flow chart thing. :smile: Keep pluggin'!
Re: dm_residential Posted by midkay on Tue Jul 25th 2006 at 7:56am
midkay
398 posts
Posted 2006-07-25 7:56am
midkay
member
398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
Yep, all sounds good.

Been feeling a bit tired today - I'll go to bed quite soon. But I mustered up the determination to create another interior - another store (this one, I think, I'll call a restaurant :biggrin: ) next to the other one - on the ground floor of a building which you said looked like one of the best areas of the map. Now you can go from the parking lot into this new area. I want to also let the player go from this area directly to the older store - a blown out wall - instead of going out of this area around into the store. I also want to give a passage from store -> alleyway. Straight on through, as suggested roughly by your, er, flow chart. :smile:

I'll try and finish off the restaurant->store->alley connections tonight and post up a screen or two tomorrow.

Also, I just remembered. I was playing dod_jagd earlier with a friend and took some note on the way Valve dealt with destroyed buildings (which look excellent). One technique I spotted frequently was roughly-clipped jagged world brushes lined with rounded displacements around the jaggies. It's quite a nice effect. I can't find any screenshots on my disk, nor any online, but I'll snag a few tomorrow. Kind of hard to describe.

Anyways, off for the night - laters.
Re: dm_residential Posted by midkay on Wed Jul 26th 2006 at 7:04am
midkay
398 posts
Posted 2006-07-26 7:04am
midkay
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398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
Something I want to mention - I've been thinking for a long while about turning this into a darker, evening or early-morning map, instead of a bright, sunny day one.

The reasons are mostly that bright maps are fairly typical, and that I think it'd be cool to have street lights illuminating the roads and stuff. Potentially a lot more atmospheric/artistic.. glowing streetlights and lamps with a pink, dark, cloudy sky at dawn versus a simple bright sun against a light blue, clearish day.

I only tried a few compiles tonight to test a prelimiary test effect out (chose a skybox and set up light_environment and then did some streetlight illumination). I already like what I'm getting although it certainly needs some tweak work. If I could get it to look like I imagine in my head, I think it'd look really excellent.

Here are some example screens. Note that I used cordon on this compile to cut off some compex interiors so I could compile this quickly enough. I've tried to take the screenshots from angles where it's not so obvious that brushes are cut off, etc, but if you see anything strange, don't worry. :smile:

1) http://img154.imageshack.us/img154/3572/residentialdark1gq2.jpg

2) http://img208.imageshack.us/img208/5033/residentialdark2ex5.jpg

3) http://img154.imageshack.us/img154/6877/residentialdark3px8.jpg

4) http://img208.imageshack.us/img208/4896/residentialdark4nk4.jpg

I think the street lighting should be a bit brighter and more "harsh". It looks a bit too .. even. I think. Any thoughts, anyone?
Re: dm_residential Posted by Crono on Wed Jul 26th 2006 at 7:33am
Crono
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Posted 2006-07-26 7:33am
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I just want to point out that every road on a hill I've ever come across has been convex. Since a concave road would suffer more damage due to lower vehicles.
Blame it on Microsoft, God does.
Re: dm_residential Posted by Addicted to Morphine on Wed Jul 26th 2006 at 9:23am
Posted 2006-07-26 9:23am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Definitely looks more interesting, but I'm not sure its dark enough for streetlights to be on (or to be as harsh as you want). I personally like the skybox and the color you've chosen, but if you want to go for more lighting contrast using the streetlights, you'll probably have to pick a slightly darker skybox.

Just a thought, if you're going for a destroyed theme, it may be hard to come up with a way to light things, unless there is still power despite the destruction.
Re: dm_residential Posted by midkay on Wed Jul 26th 2006 at 9:34am
midkay
398 posts
Posted 2006-07-26 9:34am
midkay
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398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
Yeah, maybe a darker skybox. Hmm. I'll have to see what's available.. quite few "dark" ones for HL2. I like the mix of pinkish sky/light with barely-light-blue street lamps.

If Valve would only let us DM mappers use CS/DOD skyboxes. :sad:
-- midkay
Re: dm_residential Posted by Addicted to Morphine on Wed Jul 26th 2006 at 9:42am
Posted 2006-07-26 9:42am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Custom skies are also an option, although I don't know where to find any, so you'll have to do some googling, perhaps.
Re: dm_residential Posted by midkay on Wed Jul 26th 2006 at 12:15pm
midkay
398 posts
Posted 2006-07-26 12:15pm
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Yeah, probably not something I'd like to do (custom skybox material).

Sticking with the current sky for now, but darkened the light_env slightly. Also added point_spotlights which should look nice, and added more lighting in a few places (lights outside store/restaurant and another apartment building). Will compile overnight and I hope (even feel slightly confident for once) that it'll look good when it's done. :smile:

Probably some screens tomorrow at least to show the progress...
-- midkay
Re: dm_residential Posted by midkay on Wed Jul 26th 2006 at 9:30pm
midkay
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Posted 2006-07-26 9:30pm
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Alright, so I did said recompile. Here are a few screens:

1: http://img70.imageshack.us/img70/4899/residential1uw8.jpg
2: http://img70.imageshack.us/img70/6123/residential2jm6.jpg
3, new restaurant area visible (wall is too jagged, I know) :smile: : http://img71.imageshack.us/img71/5774/residential3vs1.jpg
4: http://img70.imageshack.us/img70/4241/residential4hg2.jpg
5: http://img70.imageshack.us/img70/3474/residential5bz6.jpg
6: http://img291.imageshack.us/img291/2899/residential6zh5.jpg
7: http://img291.imageshack.us/img291/2716/residential7ul1.jpg
8: http://img70.imageshack.us/img70/7472/residential8rp3.jpg

I'm quite liking the way it looks, although the sun ought to be slightly darker still, and probably the streetlight beams a bit more focused; as well as a bit more light in darker areas (notably the upper right corner of the park) which will probably come with new interiors (porch lights, light from inside spilling out, etc).
-- midkay
Re: dm_residential Posted by G.Ballblue on Wed Jul 26th 2006 at 9:42pm
G.Ballblue
1511 posts
Posted 2006-07-26 9:42pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
Looks like an improvement -- some things:

Screen 6 looks a bit odd. I have no idea why -- maybe it's just the camera.

I'd suggest that you stop relying on the huge combine walls as a "hull" for the map. It's ugly, and it leaves little room for there to be anything else behind it -- which brings me to the fact that there doesn't appear to be any architecture behind the combine walls, except for that water tower. I'd also suggest to get a nice pretty, 3d sky box :razz:

Also, that hillish road that you have made looks a bit too steep. I'd say that a European city would have flattened it out, and a lot of the "curve" that the hill has would have been removed.

Edit: And I don't think a play ground would be built on such a steep angle :razz:
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: dm_residential Posted by midkay on Wed Jul 26th 2006 at 11:16pm
midkay
398 posts
Posted 2006-07-26 11:16pm
midkay
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398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
Thanks, G -

The combine walls, as discussed earlier (quite a long thread by now, so I doubt you've read the bit on that, no worries) do need to go, for the most part. A few ideas were mentioned and discussed, and that's something I should be getting around to very soon. As soon as I get the map sealed off with other methods I'll begin extending the environment and fleshing out the skybox (I want to wait until I know what's visible from where before I begin placing things around).

As for the hill - iunno, maybe it was just recently built? ;D Going back to flatten it out a bit is a possibility but not something I had planned on (took a long time to sculpt it up to the way it is). Quite possible, though, I appreciate the mention - I'll think about it.

@ playground: Well, maybe the slide and monkeybars need to go then. :smile: Hmm.. maybe if I had walls surround the grass area from the ground up to the sidewalk level all around so it was kind of a flatter area... something like this: http://img49.imageshack.us/img49/8382/parkvl0.jpg

Thoughts?

By the way, I've set two rough goals... I dunno if I'll achieve it but it will at least motivate me to work harder, perhaps. :smile:

1) Be done with the basic map layout within around a week. That includes passages through buildings, entrances and exits, basic geometry...

2) Take it one step at a time. Make a building entrance, create a connecting room, create an exit to another building or to the map, move onto the next building... wash, rinse, repeat, et cetera. :smile:
-- midkay
Re: dm_residential Posted by G.Ballblue on Thu Jul 27th 2006 at 12:13am
G.Ballblue
1511 posts
Posted 2006-07-27 12:13am
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
Good to hear you've got a game plan :wink: For your playground idea, the image you showed looks like a good idea as to how it could be constructed -- I would suggest that you keep away from putting a ladder there, and build a staircase along the wall instead. Also make sure that the "road" isn't used as the edge of that hill. A sidewalk and some guard rails along the upper ledge would have that area whipped.

Also: I think you misunderstood me when I was refering to the hill-like-road :wink: I wasn't implying that you completely remove it, if that's what you thought I was talking about :smile: I like the hill, but the way it's constructed doesn't quite fit. Once again though, that image you made of the playgroud looks like a good way to go -- just use a staircase instead of a ladder :smile:
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: dm_residential Posted by midkay on Thu Jul 27th 2006 at 12:24am
midkay
398 posts
Posted 2006-07-27 12:24am
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398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
.. and another example of the reason I love this place. :smile: Stairs... of course. Handrails as well sound great. :biggrin:

@ potential misunderstanding: nah, I said "Going back to flatten it out a bit is a possibility" - not entirely. :smile:

Thanks a lot for those suggestions. :smile: Right now working on a solution to the combine-wallitis.
-- midkay
Re: dm_residential Posted by Addicted to Morphine on Thu Jul 27th 2006 at 12:48am
Posted 2006-07-27 12:48am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
I really like screen 4 that you posted. I think its the best looking one you've posted in this thread so far, it's gettin' really good.

Also, I think the changes to the playground would look good, also, like GBall said, stairs instead of a ladder there.

I like the inside shot you showed, good texture choice on the walls and nice functional lighting in there.
Re: dm_residential Posted by Elon Yariv on Thu Jul 27th 2006 at 12:52am
Elon Yariv
130 posts
Posted 2006-07-27 12:52am
130 posts 63 snarkmarks Registered: Mar 4th 2006
The first thing that I noticed is that most buildings are just blocks with windows. Try to break that feeling and make more buildings less blockish. Look around in a close by city and see how the buildings look in there. Also look in previously made maps, they can be helpfull, even if they haven't got the same theme.

This map has a diffrent city theme, yet it can still give you some ideas for your city.

I'll make a few examples how you can improve the buildings, I will make it in Hl1 though, not in source.
Elon Yariv
Re: dm_residential Posted by midkay on Thu Jul 27th 2006 at 1:48am
midkay
398 posts
Posted 2006-07-27 1:48am
midkay
member
398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
Addicted:

Thanks for your compliments. :smile: Stairs most definitely. About to start working on that.

Elon:

Yep, one (of the few?) major things left is to detail the buildings. I've been holding off a bit just to make sure I don't have to redo it again or anything, e.g. that everything's laid out the way I want it and all that. That and laziness. :smile:

That map you linked to looks very nice, a different theme indeed but some ideas for sure.

Some examples? That'd be much appreciated if you felt like doing it. :smile:

Thanks!
-- midkay
Re: dm_residential Posted by Elon Yariv on Thu Jul 27th 2006 at 3:00am
Elon Yariv
130 posts
Posted 2006-07-27 3:00am
130 posts 63 snarkmarks Registered: Mar 4th 2006
User posted image

It's not perfect and finished but it's enough to give you a few ideas. Sorry, I couldn't make it more detailed, I have my own map to take care of, and the deadline is getting closer.
Elon Yariv
Re: dm_residential Posted by midkay on Thu Jul 27th 2006 at 4:43am
midkay
398 posts
Posted 2006-07-27 4:43am
midkay
member
398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
Elon:

That is quite an interesting, good looking building. :smile: Reminds me of an indoor swimming pool kind of building. I like the variation in architecture, I need to do something like this. Also the way you broke it up with some vertical and horizontal extrusions.

Thanks for the example! fires up Hammer again
-- midkay
Re: dm_residential Posted by midkay on Thu Jul 27th 2006 at 8:30am
midkay
398 posts
Posted 2006-07-27 8:30am
midkay
member
398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
Hi all, park area's mostly done (had/having a bit of trouble with the railings, but they work well enough for now).

Call for help, sort of - any ideas, anyone for how to keep the player on the roof of the corner building and not run off either of the two edges that face out from the map area?

Combine walls work for now but I'm trying to get rid of them as much as possible. Having them simply around two sides of a building and nowhere else nearby seems quite weird/unrealistic.

Something I just considered whilst writing this post... make it so that the player is welcome to jump off either of those two sides, e.g. a small alleyway behind the building that you can access from ground level or from jumping down. Hm.

Any others? :smile:
-- midkay
Re: dm_residential Posted by Crono on Thu Jul 27th 2006 at 8:50am
Crono
6628 posts
Posted 2006-07-27 8:50am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Clip brush (a brush with the "clip" texture) should work well for ... clipping player movement.
Blame it on Microsoft, God does.
Re: dm_residential Posted by midkay on Thu Jul 27th 2006 at 8:52am
midkay
398 posts
Posted 2006-07-27 8:52am
midkay
member
398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
Oh, yes, Crono - I use them in several places. :smile:

Should have been clearer - does anyone have any ideas for visual ways to keep the player on top? :smile: E.g. combine walls. Seems weird when you're walking and hit an invisible barrier when there's nothing in the way.. so what ought to be in the way? :smile:
-- midkay
Re: dm_residential Posted by Crono on Thu Jul 27th 2006 at 8:56am
Crono
6628 posts
Posted 2006-07-27 8:56am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Bar fence.

Like this.
Blame it on Microsoft, God does.
Re: dm_residential Posted by midkay on Thu Jul 27th 2006 at 9:02am
midkay
398 posts
Posted 2006-07-27 9:02am
midkay
member
398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
On only two sides, and on a roof for that matter? :smile: Seems unlikely to me.. sigh.. nothing seems to really fit except extending the map edge a bit.

Although such fences would be a good way to seal off some other areas. Thanks for the suggestion, but it doesn't seem right in such a context. :sad: Anyone got any others?
-- midkay
Re: dm_residential Posted by Crono on Thu Jul 27th 2006 at 9:38am
Crono
6628 posts
Posted 2006-07-27 9:38am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
You can always put fence on all sides :rolleyes:
If you need an exit you can always make fire-escapes. That'd also give you an opportunity (if you want) mess with some physics stuff.

Have you ever seen a pigeon coop in an urban area?
I can't find any pictures, but basically, it's a chicken coop with wire fence and less "house" on a building roof top.

Edit:
Found something close here.

There's also things like generators and ventilation systems that can be on roof tops ... might explain the electricity too.
Blame it on Microsoft, God does.
Re: dm_residential Posted by midkay on Thu Jul 27th 2006 at 9:48am
midkay
398 posts
Posted 2006-07-27 9:48am
midkay
member
398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
I think it's important to the map's flow that the player be able to simply jump off the roof of the map wherever he wants as long as it's toward the gameplay area.. fencing it off so there are only a few openings or making the player deal with a fire escape sounds potentially cumbersome. I'll probably just add some alleys so the player has somewhere to jump to on all sides and be done with it. Although I might add fire escapes anyways (but that's another concept altogether).

Hm, a pidgeon coop.. not in real life, I don't think I've seen one. Seems like a familiar concept, though; I'm sure i've seen it in movies or at least photos before. :smile:

I appreciate your suggestions. I'll have to think about it and see if I can come up with anything else. :smile:

[edit]
Ventilation systems, right. I still need to think about the generator/electricity situation. I need to destroy buildings in a way that they could still have power.. :smile:
-- midkay
Re: dm_residential Posted by Addicted to Morphine on Thu Jul 27th 2006 at 9:52am
Posted 2006-07-27 9:52am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Roof vents, chained link fences housing generators, solar panels, or a water tower? Or, you can just make the roof tiered, so there are other parts of the building that are higher and have roofs that you can't access. Like, say your building from the top down has a few elevated sections, conveniantly too high to climb up to or jump to.

The alley idea might just be the best one though.

Edit: The above was posted before I saw your edit.