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Wow!! This is looking sweet!!! I would love to play test this map when you are ready on our [FF] servers!! Can't wait to try it out!
Re: dm_stonepark_b1
Posted by Finger on
Sun Jul 23rd 2006 at 9:45pm
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Juim, it looks like an interesting start. I like the fact that you are pushing shapes and trying to create some interesting architecture. I know it's a very early version, so I won't nitpick the details. My biggest question is, what exactly is your theme? At the moment, it seems like you are going to town with interesting shapes and layout, but not really trying to focus the 'what' of the map, if you get me. So what is this place? What type of environment are you trying to sculpt here?
Re: dm_stonepark_b1
Posted by Juim on
Sun Jul 23rd 2006 at 9:56pm
Juim
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Initially, I was going for one of those outdoor malls like you see all over the downtown areas. The three main arches (not depicted too well in the screenshots) are the entrance/exit to a subway station. The area outside of the tall metal arches is the exit to the street and an industrial area. Behind that will be a pier, (I hope) , and that should be it. It started out as an experiment to see if i could create a box map, but one with some play value and eye candy. Since I missed the contest deadline, I figured I would go ahead with the other main areas.
Note: I am thinking of putting a sign outside of the park area
Jamestown Unified Industrial Museum.
hehehe.
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Juim, even at 20%, this map is a huge improvement over your last. Things like scale, shape, and texturing all look much better.
The centerpiece of the level looks a little strangely proportioned (like it's too top heavy?) but still, it's early.
Re: dm_stonepark_b1
Posted by reaper47 on
Mon Jul 24th 2006 at 9:42pm
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Some refreshing forms and shapes. I thought I'd get a bit picky about the not-so-obvious theme but ultimately I figured I don't care. Looks interesting. That's all I need for now. Themes are for CS anyway :biggrin:
The cylinder-shaped building in the middle looks a bit unstable. Maybe because of the thin walls and the thin colums that hold it.
I'm not sure about the shiny white tiles texture on the walls? It distracts a bit too much from the other (much more interesting) architecture. I don't know if it would be better to change it or to add more detail to establish the part more as a background.
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You know Juim, I like how your level have a unique look to them. I don't quite know how to explain them, but there's a slight touch of surreal to your architecture and setting. I hope you don't take that as a knock against your work (if you were attempting for 100% realistic recreation of an area) but rather as a compliment, because I see your level as potentially standing out from the generic.
Also, I like the z-axis stuff I'm seeing, especially in the 3rd shot.
Re: dm_stonepark_b1
Posted by Juim on
Mon Jan 1st 2007 at 9:21pm
Juim
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Well as you can see I am resurrecting this thread to let you know I have'nt stopped working on this map. I feel like running this map through the snarkpit ringer as much as necessary to have a better mapping experience than my first release for HL2. Hopefully this one will actually get some play as I feel it's a much better map than waterwerx. If you check the maps profile I noted that among the things left to do aside from the basics, is opening up the subway on either side and have trains run in each direction randomly. I am also considering having one or more of the elevators actually function, although I am hesitant for some reason.
Keep in mind that this is an alpha, no weaponry, and basically lit. The screenshots are updated, and there is a download now. Your input is greatly appreciated.
Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead
Re: dm_stonepark_b1
Posted by Juim on
Tue Jan 2nd 2007 at 1:41pm
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That is my feeling as well, especially in DM. Perhaps I will make the shafts climbable as if the elevators were out of order.
Re: dm_stonepark_b1
Posted by Juim on
Tue Jan 2nd 2007 at 7:48pm
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Thank you for your reply Reaper.
1.) The underground part will be better connected bh opening up the elevator shafts to ladder climbs, I will even put an exit on the uppermost level of the outside area.
2.)Actually, most of the stairs are already func_details, except for some of the lower stairways, where there are no outer brushes protecting them from the void. I will fix this.
3.)Those darn textures. I noticed this on a recent re-load of steam. It says in the browser that the texture is nature-something-er-other, so I assumed it was a standard HL2 texture. I will packrat it or change it before the final build.
4.)cubemaps will be fixed also.(thanks, I don't know how you can tell if they have been built in the map, maybe you could let me know the visual clue for this).
5.) The outside sculptures will be made into props_physics, great idea.
Also outside the park there is an undeveloped area looking out over the ocean. I have hopes of putting another shop front there or a theater marquis or something like that. I will also be adding a 3D skybox to the outside and I will look into another skymap.
Thanks again for the great input.
Re: dm_stonepark_b1
Posted by Juim on
Sun Mar 25th 2007 at 3:57pm
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Thanks Reaper for your timely response.
1. I keep forgetting to switch out the doors texture. I assumed it was HL2 standard. Will switch it.
2.) I did the cubemaps as prescribed, sv_cheats 1, buildcubemaps, map dm_stonepark_alpha2. I did see the actual map reflected in the scope of the crossbow and on the floor reflections in the terminal, but I cant explain the outside error. Does cubemap height have anything to do with error rendering like that?
3.) I would so dearly like to not cut the map in half, but in the end I will do whats best. I was thinking of adding some teleporters to the extreme north and south of the map to help with connectivity. I was also thinking of having trains randomly crossing on the inner tracks so as to add to the ambience/danger of crossing repeatedly.
4.) I'll see what I can do about that gap.
5.) I'm afraid I'm goingto need a tut on making those art pieces into throwable models, as I can't see a way to do it in hammer. Any help there would be greatly appreciated.
6.) Also, future plans are that I hope to include a 3d skybox, and on the road outside, I'm thinking of adding a tunnel (blocked to exit) so as to make the outer area a bit more believable.
Re: dm_stonepark_b1
Posted by Juim on
Sun Mar 25th 2007 at 4:16pm
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I just figured it out. I work on the map in the editor under the name nextmap.
I did run the commands and buildcubemaps, but then I renamed the bsp. Apparently, hl2 keeps the cubemap info somewhere else outside the bsp under the name of the map. I will fix it and repost under alpha3 next week sometime.
Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead
Re: dm_stonepark_b1
Posted by Kasperg_JM on
Sun Mar 25th 2007 at 6:06pm
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Cubemaps are internally saved with this path:
materials/maps/yourmapname/folder_where_the_material_is/
Renaming the bsp changes the part of yourmapname, so it can't find the cubemaps next time you load it.
Re: dm_stonepark_b1
Posted by Kasperg_JM on
Sun Mar 25th 2007 at 7:58pm
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Let's say you make a map named "Example".
When you run buildcubemaps, those files are saved inside the BSP with a pathname of
materials/maps/Example/ExampleMaterials/
When you load the map in HL2, it will look for the cubemaps in materials/maps/Example/ExampleMaterials/ and find them.
If you rename the map to "Example2", the next time you load the BSP ingame, it will look for the cubemaps in materials/maps/Example2/ExampleMaterials/
No files have been created in that path, so there are no reflections and they need to be built again.
On top of that, when you recompile the map, those files are cleared
and the compile log tells you to run cubemaps again to get the proper
results.
Re: dm_stonepark_b1
Posted by Orpheus on
Sun Mar 25th 2007 at 8:22pm
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bong..Bong..bong
You hear that? Thats our collective heads banging a wall.
I understood you the first time. However, I failed to communicate that if the map is loaded on another machine, how will cubemaps work?
You're not going to convince me that somehow the new machine knows what and where another machine did something YET, cannot deal with a simple rename.. Are you?
Perhaps the missing piece is this. Cubemaps is a strictly editing specific command and has nothing to do with the map once its loaded on another PC.
Is that the missing part?
You see this is the part my mind refuses to grasp. Everyone in the world has the option of where on their hard drives to install steam/HL2. There could be a plethora of path possibilities.
How will renaming ruin cubemaps, and a path distinction not?
Please don't tell me again how cubemap knows Juim's settings. Pretend I loaded his map on my computer, and work from there.
[EDIT]
OK, I am thinking another possibility. Perhaps I am thinking of the path, in the wrong sequence. Instead of C:/blah/blah/blah/maps/bsp. I should be thinking in reverse order starting from the bsp and working up. That way, everyone has a folder called maps, and materials in the exact same place.
Is that it?
The best things in life, aren't things.
Re: dm_stonepark_b1
Posted by Kasperg_JM on
Sun Mar 25th 2007 at 8:31pm
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When you load the map in HL2 in
your computer, it will look for the cubemaps in the path:
materials/maps/Example/ExampleMaterials/ which is inside the BSP
and it will find them, because the files are there since the
moment the mapper ran the command in his machine. There is no c:,
programe files or SteamApps in that path, at least I don't see
it. I just takes a look at what game you are running and decides to
search from there.
Those files and paths have been created inside the BSP. Just the way HL1 loads its files from a single pak file instead of folders.
Is it a bit more clear now?
Re: dm_stonepark_b1
Posted by Orpheus on
Sun Mar 25th 2007 at 8:44pm
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So, I guess one thing is sure. Before you release a map, you better chose a name others can live with. If they alter the name, your hard work goes to s**t.
I still cannot grasp it, but I am not the one who needs to. Juim does.
I do appriceate the effort. Its really not your fault, if I am the stupid one.
The best things in life, aren't things.
Re: dm_stonepark_b1
Posted by Kasperg_JM on
Sun Mar 25th 2007 at 9:18pm
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Reaper could run cubemaps, but not change their position or sample
resolution, since that's done in Hammer with the vmf that only Juim has.
It's not a common practice because:
-Most final releases of maps have their cubemaps properly built, so nobody wastes time building them again.
-The resulting BSP could be different than the original, possibly
making people unable to play against users with the other version (I'm
not 100% sure)
On the subject of faulty cubemaps, I have a lot of trouble getting them
to work since one of last year's Source updates. I usually have to type
"buildcubemaps" and switch back and forth between "mat_bumpmap 1 or 0"
in order for them to show up properly, as well as reloading the map,
several random times.
Re: dm_stonepark_b1
Posted by Juim on
Mon Mar 26th 2007 at 2:25pm
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Thanks for the link Jacfu. I believe I will try the sky you recommended in my next compile.
Re: dm_stonepark_b1
Posted by CombineX on
Tue Mar 27th 2007 at 5:05am
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Humm... nice but...but odd looking for a DM map... i just dont know why, put i guess its good... i'll be waiting for the map release.
Edit: EHEHE.... it is downloadable :biggrin:
Re: dm_stonepark_b1
Posted by Larred on
Thu Apr 5th 2007 at 2:11am
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Nice Juim, really nice, I've got it up in my rotation, thanks for letting me know about it... :smile: