dm_tertre

dm_tertre

Re: dm_tertre Posted by nooba on Sat Apr 30th 2005 at 6:33am
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Inspired by a picture taken by 'Henk van Rensbergen' of the carcoke
factory, Tertre. Not a 100% accurate reproduction of the place, but I
tried. :smile:

Things to do-

1- Finish outdoor area.

2- Add props inside.

3- Attempt (READ! Attempt!) to make it run faster.

4- Release it. :smile:

Picture it was inspired by :smile:

User posted image

Any chance of having a run around the map on the server when its done? :smile:
Re: dm_tertre Posted by G4MER on Sat Apr 30th 2005 at 7:36am
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Ok I hate you.. No not really.. im just green with envy. Very nice. Cant wait to give it a try.
Re: dm_tertre Posted by Orpheus on Sat Apr 30th 2005 at 7:52am
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MoneyShot said:
Ok I hate you.. No not really.. im just green with envy. Very nice. Cant wait to give it a try.
Ditto.

very nice.
Re: dm_tertre Posted by Leperous on Sat Apr 30th 2005 at 8:27am
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There is a chance, yes, but it looks like you need to make the exterior more interesting!
Re: dm_tertre Posted by nooba on Sat Apr 30th 2005 at 10:31am
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Thanks guys. :smile:

Lep: Any ideas? I'm sort of running low. :wink:
Re: dm_tertre Posted by habboi on Sat Apr 30th 2005 at 1:07pm
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I had this great idea and it will probaby lag it out but you should make the building one BIG physic object and the supports hold it up. So when they are shot the building falls and crushes people!

There is a CSS map that has this idea and it is very cool. It's a skyscraper and it falls well high up and crushes everyone and the people inside are flying in the rooms!

Fog is excellent, building is excellent, dirt texture / grass is very umm bland.

Inside look cool but what is it inside???
Re: dm_tertre Posted by Orpheus on Sat Apr 30th 2005 at 1:11pm
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there is no reason that this building has to stay on a flat plain.. put it in a mountainous region.

put some boulders about. add some wrecked autos.

put some broken shipping crates about with some broken machinery in them. scatter some machine parts about as well.

add some power lines and poles.

add some piping.. plants need water.

add some grass, old plants have over growth sometimes.
Re: dm_tertre Posted by Addicted to Morphine on Sat Apr 30th 2005 at 2:15pm
Posted 2005-04-30 2:15pm
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If I were homeless I could see myself living underneath the building
there :smile: I would put a mattress, some milk cartons, mabye a
dresser, boxes etc. to give it that lived in feel :biggrin:

Seriously though that would be kind of cool.

What are you putting inside the building? Just factory
stuff? Perhaps you could put the homeless/squatter idea into use
inside if not underneath.
Re: dm_tertre Posted by G4MER on Sat Apr 30th 2005 at 6:25pm
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What do they call it when you make that little map that reflects larger n the game world.. so to make it look like there are hills and stuff outside the walls. If you look at any CS map while dead there is a small sub map located someplace within the box and it projects the hills or city or what ever it is they made.

I think the map needs that more with a chain link fence and made to look secluded out in the country more, instead of that bad white wall thats around it now. Add some grass models and some bush models.. make it look more run down and abandon than spanking new.

Some old run down trucks, and what not is a good idea.. Also maybe a few train cars along one edge to close it off. and add that country feel.
Re: dm_tertre Posted by Addicted to Morphine on Sat Apr 30th 2005 at 6:28pm
Posted 2005-04-30 6:28pm
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I think you're referring to a 3D sky box.
Re: dm_tertre Posted by nooba on Sun May 1st 2005 at 10:52am
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Thanks for all the ideas i'll be sure to add some of them in :smile: .

Habboi: I don't think i'll be having it one big physics object :razz:

Orph:

Added- Boulders

Added- More wrecked autos

I'll think about adding the shipping crates, machinery, piping etc..

AtM: Sounds good, i'll be sure to add it :biggrin:

MS: There are trees and land outside of the wall :razz: I have trucks and
train cars aswell.. they are just not visible in the screens.. well a
bit in screen1 :smile:

Updated screen1 and 2.
Re: dm_tertre Posted by Orpheus on Sun May 1st 2005 at 12:34pm
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MoneyShot said:
What do they call it when you make that little map that reflects larger n the game world..
That effect is all in the skybox.

Try this. when you notice that a map has a sky that looks like buildings, noclip out of the map. Someplace else will be a tiny construct that looks exactly the same. go find it. once you enter it, you will be this 500 foot tall giant within your map :smile:

Tis quite funny to see the first time. This method reminds me strongly of the Unreal method of creating sky.
Re: dm_tertre Posted by G4MER on Sun May 1st 2005 at 7:27pm
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Is there a tutorial for me to read on making a 3d sky box? I dont know how to do it. =(

Also I like the new screenshots.. Dead bodies in the tree.. thats classic horror film right there. I still dont see the sky box around the edge of the map. =( But the map is looking real good, I want to play it now.
Re: dm_tertre Posted by Orpheus on Sun May 1st 2005 at 7:31pm
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Lep has a tut on sky boxes i think.. go look see and maybe its the one you want.
Re: dm_tertre Posted by Campaignjunkie on Sun May 1st 2005 at 8:53pm
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I don't think the map resembles the reference enough. The building in
the photo is huge, and one single giant mass of wooden-industrial
might. Maybe it's just the fog, but I really don't get that feeling
from your screens so far.

Oh, and use some alpha-masked textures for the beams instead of
brushes! You're on a budget! The optimization process should begin from
the very beginning of your map, NOT step 3. Don't wait too long, you'll
only be hurting yourself in the end when you have to delete a lot of
the detail you worked really hard on. :smile:
Re: dm_tertre Posted by DrGlass on Mon May 2nd 2005 at 4:29am
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looking very nice, you may want to remove the water, that can take up
alot of resources, my dont you run around with +showbudget and make
some screen shots of what area has the most problems.

also! set the max veiw distance to be the same as the fog so you dont draw objects that are 100% in the fog.
Re: dm_tertre Posted by G4MER on Mon May 2nd 2005 at 5:52am
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CJ, Please explain more.. treat me like a n00b mapper.. and speak in a more basic function for me.. I am making a map called de_oilrig, and it has lots of detail.. how can I use alpha-masked textures to help me? And what are alpha-masked textures, are these models?

Im still learning the terminology..
Re: dm_tertre Posted by DrGlass on Mon May 2nd 2005 at 7:13am
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like: if you make a truss rather than making 5 brushes use one brush with a texture that has transparent areas.
Re: dm_tertre Posted by G4MER on Mon May 2nd 2005 at 7:21am
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Uhm.. can you provide an example? Im not sure I follow.
Re: dm_tertre Posted by Orpheus on Mon May 2nd 2005 at 9:43am
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MoneyShot said:
Uhm.. can you provide an example? Im not sure I follow.
Dude, remember in HL1, the textures with the blue edges? those are the ones. use textures that have the shape you want instead of building the shape yourself. IE a window with frames and panes.. if you built it it would drive the r_speeds through the roof.
Re: dm_tertre Posted by habboi on Mon May 2nd 2005 at 8:05pm
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Yeah and I also have a question:

Windows when shot especially thw wooden ones, when they break they leave bits of wood sticking out, how is this done?
Re: dm_tertre Posted by DrGlass on Mon May 2nd 2005 at 11:59pm
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Yeah and I also have a question:
Windows when shot especially thw wooden ones, when they break they leave bits of wood sticking out, how is this done?
dynamic model, wasteland/wooden window frame. I think, check out the island17 source.
Re: dm_tertre Posted by nooba on Tue May 3rd 2005 at 10:26am
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Sorry for the late reply, but I had some stuff to do the last couple of days..

CJ: I would use alpha-masked textures as the beams if I knew how to
make alpha-masked textures... so if you could please make me one out of
the texture "woodfloor008a" i'd be very thankful :smile:

Doc: Way ahead of you :biggrin: I've already set the max view distance to the
same as the fog... managed to get some frames from that :smile:

Lep, if I send you a beta of the map do you think you could give it a
run around and decide if we could give it a playtest on the server?
Thanks.
Re: dm_tertre Posted by nooba on Wed May 11th 2005 at 9:23am
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Ok, here it is... beta one :smile:

Download <A HREF="http://downloads.punkassfraggers.com/redirect.php?dlid=860&PHPSESSID=9020ad833707f0bcd9d6b1d198bc1055" TARGET="_blank">here</a>

If someone would like to do a little review i'd be very happy. :smile:

Post any bugs/suggestions/comments in here please.
Re: dm_tertre Posted by habboi on Wed May 11th 2005 at 3:15pm
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I had a go and I must congratulate you on such a nice map!
Here is a mini review because my skills on reviewing are average!

I did notice a few bugs and I worte tips plus a joke :smile:

http://img175.echo.cx/img175/5867/dmtertrebeta100005um.jpg

This ladder could not be climbed all the way and seemed odd because in real life is there a ladder that you can't fully climb??? Just make the ladder climbable more! I know you wanted it so they got off at where it ends but realism is much better! Plus I found it frustrating to climb it!!! If there were other players I would end up getting killed for climbing an annoying ladder!!!!!!!

http://img240.echo.cx/img240/2165/dmtertrebeta100015ez.jpg

As you can see the ropes are not fully in the ragdolls so fix that...

http://img240.echo.cx/img240/7458/dmtertrebeta100028it.jpg

This bird flew through the building :S I saw it but didn't catch it in the screenshot!

http://img240.echo.cx/img240/7637/dmtertrebeta100031lh.jpg

Again rope isn't in body plus the ragdollwas not working on this one even if I shot it...It was solid as a rock :O

http://img240.echo.cx/img240/5449/dmtertrebeta100049qg.jpg

This is a tip: I noticed you die when you fall down here and even though you die you can still see around you and I noticed that as I hit the ground I saw no tunnels into the distance but a mine that lead nowhere??? make a sort of tunnel which is really dark to make it more realistic...

http://img174.echo.cx/img174/1586/dmtertrebeta100060kh.jpg

I noticed that when you use the gravity gun on the wood bits near the mine it made a funny breaking noise and flashed the screen slightly...?
Any idea why? My screen flashed a tiny bit and I heard a sort of breaking noise as if the wood was breaking?

http://img157.echo.cx/img157/3852/dmtertrebeta100055jx.jpg

Could you please tell me why I saw a huge rebel :O :razz:
A thing that did catch my eye was the wire on that pole thing...why does it end there?

Hope this helped and I loved the style / layout of this map!
Re: dm_tertre Posted by French Toast on Wed May 11th 2005 at 8:07pm
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Hah, I like the huge rebel pic.
Re: dm_tertre Posted by DrGlass on Thu May 12th 2005 at 12:08am
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Very nice map. The feel of this map was very unique and I could
really see the source picture when I looked at the map. You got
the feel and the mood down very well.

the first major problem is cubemaps even if you just add a few it would make the map look 10x better!.

http://img.photobucket.com/albums/v421/drglass/Mpas/dm_tertre_beta10009.jpg

Those balls pick up your cude map info, see how crappy they look? thats the cube map that all your items pick up, bleh!

http://img.photobucket.com/albums/v421/drglass/Mpas/dm_tertre_beta10012.jpg

This pic shows how your X beams faded too fast. Looked bad. set the fad distance a little higher.

http://img.photobucket.com/albums/v421/drglass/Mpas/dm_tertre_beta10018.jpg

Nice, but the colors are way too bright and make me think Will Smith in
the Fresh Prints, tone it down to match the rest of the map a little
more.

Also I really wish your windows would break and that you didn't use
non-transperant windows. It looks very strange with all kinds of
diffrent windows and some you cant see through.

The doors didn't fit in the theme either, grey metal doors in a old wooden silo? try and change them.

You had a radiator in there that didn't unstick from the wall.

Performance was a bit of an issue, I think some window area portals would work very very well and fix any frame rate issues.

http://img.photobucket.com/albums/v421/drglass/Mpas/dm_tertre_beta10013.jpg

I think this pic looks great, I love the birds and the fog. Also
the sound that plays when you swing the playground thing was creepy.

nice map cant wait to play it.
Re: dm_tertre Posted by nooba on Fri May 13th 2005 at 7:07am
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Thanks guys, I really appreciate it :smile:

Habboi-

1- Will see what I can do about that...

2- Can't fix the ropes... that's how it is in valves maps :smile:

3- The bird doesn't fly through the building it flies under it :smile:

4- Same as 2

5- Fixed

6- Did you try break them? :razz: And I have no idea why the screen flashes :/

DrGlass-

1- I don't think i'll be able to do that.. my cubemaps make everything
look blue :|, but I'll fool around with them and see what I can do.

2- Fixed

3- It's not really supposed to match the map because it's my little
sign I add into my maps, but i'll tone it down abit anyway :smile:

I've added a few breakable windows in and, I used some non-transparent
windows to give it that old feel where some windows are dirtied up and
not see-through... (does that make sense? :biggrin: )

Fixed the doors

Fixed the radiator

I've added in a few areaportal windows I'll have to see if that helps any :smile:

Thanks again :smile:
Re: dm_tertre Posted by DrGlass on Fri May 13th 2005 at 4:01pm
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cool.

Do you have cube maps in your level and did you run
buildcubemaps? As you can see from thoes 6 balls I posted they
are picking up the defult cube map for your skybox. Even though
your inside, this means that there are no cube maps in your bsp.

When you place your cubemaps try this, make a cube map. Cut the
cube map from your map (ctrl+x) then select 2 walls from a room and
press ctrl+e to center youer veiw on the middle of these two
walls. Now press ctrl+v (paste) and ta-da your cube map will pop
in the middle of the room, and if your walls are 128 units or the
middle of the wall brush is in the right place then your cube map will
pop 64 units above the floor!

ps make the van by the toxic waist a physics object, its sitting right
next to a car and I would assume that you could move them both but the
van dosn't even budge
Re: dm_tertre Posted by nooba on Tue May 24th 2005 at 9:53am
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Thanks Doc. I have added cubemaps, and they work very well (I think).
The van by the toxic waste is a physics object it is just really heavy.
Also.. I have just released the final version of the map so go download
it and leave a comment :smile:
Re: dm_tertre Posted by nooba on Tue May 24th 2005 at 11:42am
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Download link will be back up when I fix a bug with the cubemaps.

EDIT: Download link back up.
Re: dm_tertre Posted by Sudasana on Sat May 28th 2005 at 11:52pm
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My map Dm_Slanska is also based on the photography of van Rensbergen, so I was eager to load up your map. It looks good, and the style is quite spooky. The map as a whole however is much too empty for deathmatch play. While empty abandoned spaces look good, I don't think they make for good gameplay. Maybe a couple more buildings in the same style, some more lighting, and more items would improve this map.