de_techring_a33

de_techring_a33

Re: de_techring_a33 Posted by conkerzzz on Wed Mar 23rd 2011 at 6:07pm
conkerzzz
4 posts
Posted 2011-03-23 6:07pm
4 posts 0 snarkmarks Registered: Mar 23rd 2011
This is a small defuse map for Counter Strike. The level mainly spans one L-shaped building floor with windows to snipe from. There are also ways to avoid being sniped by taking another path. Certain features in the location are inspired by Perfect Dark. Supports 16 players/team, though not bots, yet. See mission briefing for further details. Level contains various secondary ways for the exploratory crew.

Setting up the level proved fairly challenging, I wish there was a way to explicitly control which polies are to be considered visible from the current visleaf, in addition to splitting geometry with hint brushes.

Upgrade to Hammer editor 3.5 allowed me to see models in the editor, believe it or not. In the future, I'm excited to explore the capabilities of the Source engine (this map is for Goldsource).
What do you think of the map?
[URL=http://www.pictureshoster.com/viewer.php?file=127gwbc8zmofq09bs591.jpg][IMG]http://www.pictureshoster.com/thumbnails/127gwbc8zmofq09bs591_thumb.jpg[/IMG][/URL] [URL=http://www.pictureshoster.com/viewer.php?file=dptt7jp2707mqxuo3me.jpg][IMG]http://www.pictureshoster.com/thumbnails/dptt7jp2707mqxuo3me_thumb.jpg[/IMG][/URL] [URL=http://www.pictureshoster.com/viewer.php?file=cav7qefq1o3xjr6vpe2z.jpg][IMG]http://www.pictureshoster.com/thumbnails/cav7qefq1o3xjr6vpe2z_thumb.jpg[/IMG][/URL] [URL=http://www.pictureshoster.com/viewer.php?file=secovna8yipq46iry6lu.jpg][IMG]http://www.pictureshoster.com/thumbnails/secovna8yipq46iry6lu_thumb.jpg[/IMG][/URL] [URL=http://www.pictureshoster.com/viewer.php?file=2rpignqaox12g42w72y.jpg][IMG]http://www.pictureshoster.com/thumbnails/2rpignqaox12g42w72y_thumb.jpg[/IMG][/URL] (The geometry is now culled! :p)
Alpha build: de_techring_a33
RAR: http://www.megaupload.com/?d=1JRDS3C3
ZIP: http://rapidshare.com/files/454012917/de_techring_a33.zip
Re: de_techring_a33 Posted by Orpheus on Wed Mar 23rd 2011 at 6:09pm
Orpheus
13860 posts
Posted 2011-03-23 6:09pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Welcome to Snarkpit.

The best things in life, aren't things.
Re: de_techring_a33 Posted by conkerzzz on Wed Mar 23rd 2011 at 6:31pm
conkerzzz
4 posts
Posted 2011-03-23 6:31pm
4 posts 0 snarkmarks Registered: Mar 23rd 2011
Hey Orpheus, happy to be here! But I gotta say, mapping for Goldsource really tests my patience! :p
Re: de_techring_a33 Posted by Le Chief on Thu Mar 24th 2011 at 8:13am
Le Chief
2605 posts
Posted 2011-03-24 8:13am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Pretty cool, that's definatly Perfect Dark inspired :p

Just some notes, the world feels a bit out of scale. This image for instance:
User posted image
The top of the chair reaches near the height of the player's eyes and that's too high. The texture scale on the floors/walls/ceiling is also too much I think. It sort of gives players a false sense of how big the space actually is. And you've got crates inside an office space!!

Maybe sometime we could set up a multiplayer game and see how it plays out? ;)

p.s welcome to snarkpit!
Aaron's Stuff
Re: de_techring_a33 Posted by conkerzzz on Thu Mar 24th 2011 at 9:25am
conkerzzz
4 posts
Posted 2011-03-24 9:25am
4 posts 0 snarkmarks Registered: Mar 23rd 2011
Hey Le Chief, you got some very nice looking levels on your site! The above pictures are from an earlier version, most crates have now been moved to a confined area. It looks like this now (I've lowered the ceiling, but windows are too high above floor):

[URL=http://www.pictureshoster.com/viewer.php?file=idjqwftfyvsf7iypkho4.jpg][IMG]http://www.pictureshoster.com/thumbnails/idjqwftfyvsf7iypkho4_thumb.jpg[/IMG][/URL][URL=http://www.pictureshoster.com/viewer.php?file=qf1r1tpn2hj8ir6s0lo.jpg][IMG]http://www.pictureshoster.com/thumbnails/qf1r1tpn2hj8ir6s0lo_thumb.jpg[/IMG][/URL][URL=http://www.pictureshoster.com/viewer.php?file=5hzofep4chsz6111o8x.jpg][IMG]http://www.pictureshoster.com/thumbnails/5hzofep4chsz6111o8x_thumb.jpg[/IMG][/URL][URL=http://www.pictureshoster.com/viewer.php?file=rwnbq104sdksbifg46yh.jpg][IMG]http://www.pictureshoster.com/thumbnails/rwnbq104sdksbifg46yh_thumb.jpg[/IMG][/URL]

There's definitly a scale problem in my map. This is because I (stupidly) build it according to the scale of prefabs and mdls, rather than player scale. Valve Source docs (which I'm guessing apply to this) also state that the player models use a different scale than props/architecture:
Maps, architecture and prop models use a scale of 1 foot = 16 units.
Human Character models for Source Engine currently use 1 foot = 12 units.
This means that if I build to 1 foot=16 units, the map ends up too large for players, as can be seen in these pics:
[URL=http://www.pictureshoster.com/viewer.php?file=g0y9oa3tdbyclrl266ca.jpg][IMG]http://www.pictureshoster.com/thumbnails/g0y9oa3tdbyclrl266ca_thumb.jpg[/IMG][/URL][URL=http://www.pictureshoster.com/viewer.php?file=gidux8bg3pii1bz48hz.jpg][IMG]http://www.pictureshoster.com/thumbnails/gidux8bg3pii1bz48hz_thumb.jpg[/IMG][/URL][URL=http://www.pictureshoster.com/viewer.php?file=k3utrcowghzglq62mmpl.jpg][IMG]http://www.pictureshoster.com/thumbnails/k3utrcowghzglq62mmpl_thumb.jpg[/IMG][/URL][URL=http://www.pictureshoster.com/viewer.php?file=bwj3wi2fawmmobxpknhd.jpg][IMG]http://www.pictureshoster.com/thumbnails/bwj3wi2fawmmobxpknhd_thumb.jpg[/IMG][/URL][URL=http://www.pictureshoster.com/viewer.php?file=f1q20ai9y3aqis8n9x4e.jpg][IMG]http://www.pictureshoster.com/thumbnails/f1q20ai9y3aqis8n9x4e_thumb.jpg[/IMG][/URL]
I can't see the point of diffrent scales for players and props/architecture that will inhabit the same world, one of them will seem off! How do you go about this? Do you ignore the architecture scale and just model all to player scale (1ft = 12 units)?

Yeah Le Chief, I'd be happy to try out the map with you some time!