dm_Petrol

dm_Petrol

Re: dm_Petrol Posted by Hugh on Fri Nov 19th 2004 at 9:53am
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Well I like #1 and #4, but maybe just 'cause... I can see a bit better in them. Anyway, good stuff <3
Re: dm_Petrol Posted by RacerX on Fri Nov 19th 2004 at 8:38pm
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Looks spooky, is that what you intended or is it just part of the lighting problem? Cant wait to play the mod, is there a url for HL2DM? Keep the good work going!
Re: dm_Petrol Posted by RabidMonkey777 on Fri Nov 19th 2004 at 10:58pm
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It's a lighting problem, really - It's too dark for my tastes. Its supposed to be orange-ish, sort of like the wasteland sky.

HL2DM does indeed have a URL - http://www.jhgamers.com/hl2dm
Re: dm_Petrol Posted by Spartan on Sat Nov 20th 2004 at 5:13am
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Pic number 2 and 3 look too dark. I really like 4 though but you will still need to do a lot more with the lighting. HL2DM probably has the best graphics and level detail for a game where you run around spraying and praying.
Re: dm_Petrol Posted by ReNo on Mon Nov 22nd 2004 at 3:56am
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Now I can see it, I'm quite impressed. You seem to have managed to pull off the "simple architecture made to look uber cool" style particularly well in shots 2 and 3. The interior looks nice too, with a good contrast between its bright white lighting and the outside's fading sunlight, as well as some pretty nice brushwork. Keep it up, this looks like one early map with good potential :)
Re: dm_Petrol Posted by RabidMonkey777 on Mon Nov 22nd 2004 at 4:23am
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Thanks, all :)

I've messed with some fog and increased the brightness of the light to make things a bit easier to see for the players and to enhance the 'sunrise' sort of feel - If you like/dislike it, let me know, and depending on what sorts of feedback I get, I'll change it accordingly.

The black ceiling issue in the fourth shot has been resolved, as well, for those who've noticed it.
Re: dm_Petrol Posted by ReNo on Mon Nov 22nd 2004 at 5:04am
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I like the added contrast with the new lighting, the harshness adds to the realism in my opinion. The fog seems to work in the second shot but not in the last, so I'm not too sure on that front. Interior lighting looks a bit bland in the fourth shot, and the third shot looks too dark for a functional DM map. Good work though, keep it up :)
Re: dm_Petrol Posted by RacerX on Mon Nov 22nd 2004 at 8:25pm
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Wow! Looking 10x better than before. Keep it up!
Re: dm_Petrol Posted by SWATSiLeNt on Thu Nov 25th 2004 at 5:41am
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On picture #4 you used a vent texture for a pillar type thing. But still this is well within the bounds of great architecture. nice work
Re: dm_Petrol Posted by RabidMonkey777 on Mon Dec 6th 2004 at 7:52am
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Since Petrol's changed so much since it's original posting, I've started a little forum thread to keep y'all notified of updates.

To start off, I've redone a bit of the map and have uploaded 28 new screenies for you to look at here
Re: dm_Petrol Posted by Spartan on Mon Dec 6th 2004 at 10:03am
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Your map looks like fight scenes taken from the Matrix films.
Re: dm_Petrol Posted by Hugh on Mon Dec 6th 2004 at 10:38am
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/me wonders if that's a good thing for the Monkeh. Excellent work Mr. Monkeh but I've already told you that.
Re: dm_Petrol Posted by Crono on Mon Dec 6th 2004 at 4:46pm
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Spartan 34 said:
Your map looks like fight scenes taken from the Matrix films.
Sorry, no, they look more like they're out of HL2.
Re: dm_Petrol Posted by The_6th_monkey on Mon Dec 6th 2004 at 4:55pm
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Sry to here about the jackass...the maps looking nice though
Re: dm_Petrol Posted by ReNo on Mon Dec 6th 2004 at 9:23pm
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Wow, some very nice stuff in there! I think your interior lighting is
pulling down your architecture by being too flat and without contrast,
and a few of the outside buildings look a little awkwardly shaped, but
otherwise its looking very very good. Can't wait to test this one :smile:
Re: dm_Petrol Posted by Spartan on Mon Dec 6th 2004 at 9:42pm
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<DIV class=quote>
<DIV class=quotetitle>? quoting Crono</DIV>
<DIV class=quotetext>
<DIV class=quote>
<DIV class=quotetitle>? quoting Spartan 34</DIV>
<DIV class=quotetext>Your map looks like fight scenes taken from the Matrix films.
</DIV></DIV>

Sorry, no, they look more like they're out of HL2. </DIV></DIV>
You dare disagree with me. I shall smite you with a thousand virgin women. How do you like that Mr. Smarty Pants? Hmmmmm
Re: dm_Petrol Posted by Bantam on Mon Dec 6th 2004 at 9:45pm
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Is it just me, or does being smited down with a thousand virgins sound quite nice?

Anyway, nice map. I can kind of see that the 4th and fifth screens do
look a bit like the rooftop scene in the Matrix when Neo swings about
on a pole a bit.
Re: dm_Petrol Posted by Cassius on Tue Dec 7th 2004 at 12:14am
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<DIV class=quote>
<DIV class=quotetitle>? quoting Spartan 34</DIV>
<DIV class=quotetext>I shall smite you with a thousand virgin women. How do you like that Mr. Smarty Pants? Hmmmmm</DIV></DIV>
That wouldn't be so bad.
Re: dm_Petrol Posted by Crono on Tue Dec 7th 2004 at 1:27am
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? quoting Cassius
? quoting Spartan 34
I shall smite you with a thousand virgin women. How do you like that Mr. Smarty Pants? Hmmmmm
That wouldn't be so bad.

No, it wouldn't.
I should disagree with you more often.
Re: dm_Petrol Posted by satchmo on Tue Dec 7th 2004 at 6:13am
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Is it just me, or does being smited down with a thousand virgins sound quite nice?
Perhaps Spartan 34 thinks it's bad because he prefers hairy guys? Hey, there's nothing wrong with that.

But let's get back to the main topic here...

Simply amazing, Rabid. The outside environment is finally worthy
of the majesty within. I like the freeway signs especially, and
also the big 3D "Northern Petrol" signs. These details really
breathe life into the map.

However, I did notice a few things. Was that a light_spot in
front of the exit sign in "dm_petrol0043.jpg"? I trust you're
going to replace that setup with true texture lighting later on.

Also, in "dm_petrol0053.jpg", I think it'll look nicer with some
railing along the walkway leading to the door. Besides, in a real
setting, the employer probably would want to install some railing to
prevent escalating worker comp's premium.

But it's needless to repeat that I am anticipating the final version of this map.
Re: dm_Petrol Posted by RabidMonkey777 on Tue Dec 7th 2004 at 6:50am
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Thanks for the comments, all :smile:
ReNo said:
a few of the outside buildings look a little awkwardly shaped
Any ones in particular? I designed the white concrete one to look a little angular and strange to prevent it from being too bland and conform with all the other buildings but I wonder if I went a bit too overboard with it :razz:
satchmo said:
Was that a light_spot in front of the exit sign in "dm_petrol0043.jpg"
It's a light_spot, yes. Mainly because texture lighting just adds an overlay-ish effect to the light itself with my exit signs (reminiscent of how loads of lighting effects were done in NS) and doesn't seem to actually light the area around it very much.

Railing is a good idea. I'll add that in the next compile.

Again, thanks for the comments.
Re: dm_Petrol Posted by ReNo on Tue Dec 7th 2004 at 7:01am
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Its the sides of the white building that get me the most, it ends too abruptly or something.
Re: dm_Petrol Posted by Cassius on Tue Dec 7th 2004 at 3:33pm
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The only parts I don't like are the indoor parts. I suppose I would have to walk around in it to really give a clear answer, as neither of the shots for the area paint a good picture of what it looks like in their, but the lighting looks kind of fuzzy and badly colored from the screenshots. Otherwise, it looks great, the first good competition entry I've seen.
Re: dm_Petrol Posted by pepper on Tue Dec 7th 2004 at 3:42pm
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congratulations on behalve of the RUST Gamdesign staff. you won whit a majority :smile: good to see this map is going somewhere.
Re: dm_Petrol Posted by satchmo on Tue Dec 7th 2004 at 4:35pm
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Rabid, I don't know whether you plan to add a new section to your map,
but I came across a picture of an oil refinery, and it occurred to me
that the maze of pipelines (and the fact that some of them are highly
explosive) will make a wonderfully fun place to have a deathmatch.

http://www.rca-arc.ca/Burtynsky,%20E.%20Oil%20Refinery%20Saint%20John,%20N.B.,%201999.jpg

It'll fit right in with your Petrol theme. Perhaps you can build
this refinery right adjacent to the warehouse-type area you have there?

To make interesting gameplay, you can have some of the pipes just spurt
out super-heated steam when damaged, and some will catch fire (but not
explode). Build multiple stairs into this forest of hell and
stash some real nice goodies in them, so despite the threat of death,
people would try to venture in.

What about an open tank of crude oil? Is it possible to simulate
crude (with the right viscosity and color) in Source? Some player
can fall inside this molasses and then you can shoot at it to have the
whole thing light up in flame. Wouldn't that be the coolest way
to kill someone?
Re: dm_Petrol Posted by Yak_Fighter on Tue Dec 7th 2004 at 4:55pm
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If you can, I'd suggest having smoke coming out of those smokestacks. It would add to the atmosphere and make the place look even more 'alive'. I know there's an entity for this specific purpose, but I forgot what it was called...
Re: dm_Petrol Posted by RabidMonkey777 on Tue Dec 7th 2004 at 8:11pm
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env_smokestack.

I had them up there but forgot to set 'starts on' so they're a bit b0rked atm.
Re: dm_Petrol Posted by ReNo on Tue Dec 7th 2004 at 8:37pm
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/me cries at the number of props that would require :cry:

/me feels stupid for not looking at the second page before making my post, and thereby having it make little sense.
Re: dm_Petrol Posted by azelito on Tue Dec 7th 2004 at 9:53pm
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/me cries at Reno's ignorance :cry:

Oh wait, I would put that in lightblue text but I prefer not to make my jokes obvious since that sort of adds to the tension in the room. Dont you think?
Re: dm_Petrol Posted by RabidMonkey777 on Tue Dec 7th 2004 at 10:30pm
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I'd planned for a refinery-type setting with all the pipes and such. I'm thinking I'll expand the area behind the building to have a little courtyard type thing so it forms sort of a U shape when looked down upon from above, then I can have some interesting theme with the pipes going on there.
Re: dm_Petrol Posted by Night-Wolf on Tue Dec 7th 2004 at 11:21pm
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Alot of pipes might slow things down quite a bit? How the hell do you bend pipes anyway?
Re: dm_Petrol Posted by satchmo on Tue Dec 7th 2004 at 11:32pm
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Most of the pipes can be made as models, so it shouldn't be too costly
to render. The select few that are interactive (i.e. explode and
spew steam and such) shouldn't be too much for Source to render.

I think it's entirely feasible to make a refinery, especially with the artistry of Rabid. :smile:
Re: dm_Petrol Posted by RabidMonkey777 on Wed Dec 8th 2004 at 12:45am
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All teh pipes are models, though it would be possible with brushes. I'm thinking loads of props for the pipes, especially composite pipe models, and then brushes for large pipes or tanks.

Been using this for some inspiration as well:

http://users.pandora.be/a-p/leuna.htm
Re: dm_Petrol Posted by satchmo on Wed Dec 8th 2004 at 4:23am
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Wow, Rabid. Those pictures of pipes are just beautiful. Sometimes man-made objects can have a strange aesthetics of their own.

Gotta be so careful with those files you have. Don't want them to end up in the wrong hand again.
Re: dm_Petrol Posted by Junkyard God on Wed Dec 8th 2004 at 8:33am
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Images don't works anymore?? :S
Re: dm_Petrol Posted by Hugh on Wed Dec 8th 2004 at 9:39am
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Images are mirrored at http://snarkpit.com/pits/hugh/petrol - Rabideh's host is down atm.
Re: dm_Petrol Posted by RabidMonkey777 on Thu Dec 9th 2004 at 7:53am
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http://www.snarkpit.com/pits/hugh/petrol/dm_petrol_wip1.JPG
http://www.snarkpit.com/pits/hugh/petrol/dm_petrol_wip2.JPG
Okay, I'm breaking the rules by posting two editor-shots, but eh, figured you'd like to know what I've been doing on this.

Based off said refpics along with a bit of my own design.
Re: dm_Petrol Posted by $loth on Thu Dec 9th 2004 at 8:34am
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Got a good feel there, not sure about the plain steel texture though, but will have to wait for in game screenie.
Re: dm_Petrol Posted by Leperous on Thu Dec 9th 2004 at 11:43am
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Huzzah, he can use the chapters function! :biggrin: It's looking good though.
Re: dm_Petrol Posted by ReNo on Thu Dec 9th 2004 at 2:32pm
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Wow, this does look very nice. I hope your interior lighting is a bit
nicer than in the other area - use less white and try and give each
light more direction and purpose so you don't floor out the area (which
I thought you had done in the earlier interior). Certainly has
potential though, can't wait to see it in game!
Re: dm_Petrol Posted by RabidMonkey777 on Fri Dec 10th 2004 at 12:33am
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...because he's getting us a new host with more webspace :)
Re: dm_Petrol Posted by RabidMonkey777 on Sat Dec 11th 2004 at 11:13pm
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http://www.snarkpit.com/pits/hugh/petrol/dm_petrol40000.jpg
http://www.snarkpit.com/pits/hugh/petrol/dm_petrol40001.jpg

Lighting needs a bit of work, it had some red lighting and some light_spots which didn't get included in the compile for some reason, and it just seems too bland, imo. Tell me what yah think.

The brushwork is almost done here, though the ladder cages and the platforms are too small for the player to really manuver in so they need to be scaled up a bit more, other than that and some final connectivity and detailing, this area = done.
Re: dm_Petrol Posted by satchmo on Sat Dec 11th 2004 at 11:34pm
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Looks really nice, as usual.

Some lighting is necessary down in the forest of pipes, otherwise it's a bit too shadowy. What about the number of pipes? Perhaps a bit more?
Re: dm_Petrol Posted by ReNo on Sat Dec 11th 2004 at 11:39pm
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It does look bland, but nothing that lighting shouldn't fix in
my opinion. Once you get that sorted out and have a splash of colour
and contrast, I think it should look dandy :smile:
Re: dm_Petrol Posted by RabidMonkey777 on Sat Dec 11th 2004 at 11:39pm
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I shall add more, eventually - Just experimenting with lighting, atm. I'll probably just flood it with some prop_statics with pipe props, or some smaller func_detailed, low-poly pipes.

There will be some red lighting in teh pipe maze, I added the lights but for some reason they didn't appear.
Re: dm_Petrol Posted by ReNo on Sat Dec 11th 2004 at 11:44pm
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Go with props as often as possible, they are far cheaper performance wise.
Re: dm_Petrol Posted by RabidMonkey777 on Sun Dec 12th 2004 at 4:27am
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But not as customizeable :sad:

I've been using brushes for those large pipes since they need to be in forms that no props are, and then building some geometry around the smaller prop_ pipes.

I'd make my own props, but Softimage won't even run on my computer since the screen is too small D:
Re: dm_Petrol Posted by satchmo on Sun Dec 12th 2004 at 3:31pm
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I think it's crazy for the model editor to require such a ridiculously
large screen to run. I wonder whether there is a way to get
around that (like a "lite" version). I'll look for it...
Re: dm_Petrol Posted by ribbz on Mon Dec 13th 2004 at 2:31pm
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Not sure if it would be a good idea to loose the outside scenes.
Re: dm_Petrol Posted by RabidMonkey777 on Tue Dec 14th 2004 at 1:53am
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They've been modified from their original iterations, the version you see in the screenshots is what the outdoor area will look like in the final ver, for the most part.