Re: Dm_Alcatraz
Posted by Orpheus on
Sat Apr 30th 2005 at 1:51pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
/me is astounded. which pics are map and which are real?
Re: Dm_Alcatraz
Posted by neoshock2k on
Sat Apr 30th 2005 at 1:51pm
35 posts
44 snarkmarks
Registered:
Feb 22nd 2005
Occupation: Student
Location: UK
Hi all im getting concept art and ideas together for my ultimate map project.
ive had a good look at some images of Alcatraz, u know the prison island, and well i reckon its perfect for a dm level or even a cs level, its gonna be a big one tho, probly best suited for a full server of players.
Its gonna have everything alcatraz has pretty much and plenty of inside and outside areas to navigate, its gonna have that errie looking watchtower overlooking the island, strangely looks a lot like the one from DM_island17.
Any help with this bad boy would be welcome, and any comment on what you guys wanna see etc. Ps, id love to know how the watchtower from island17 was made cos im gonna have summat similiar, mebbe not as high tho.
Well im gonna get crackin, wish me luck.
UncleSte.
Re: Dm_Alcatraz
Posted by habboi on
Sat Apr 30th 2005 at 2:15pm
habboi
The Spammer of Snarkpit
member
782 posts
178 snarkmarks
Registered:
Dec 11th 2004
Location: United Kingdom
Lol I thougt the pictures were actualy in game shots at first :S
The island17 map vmf is out in the interent so you can see how it was done.
3012 posts
529 snarkmarks
Registered:
Feb 15th 2005
Definitely an ambitious project. If you're going to go through
with this you'll have to make sure you do a bang-up job because people
will immediately compare your map to lockdown. I hope you focus
more on what makes alcatraz, alcatraz ( the lighthouse, the outside
areas, the island setting... ) and not just the prison areas
inside. In other words, instead of trying to beat lockdown at
what it does so well (creating ambience, capturing the prison setting
perfectly) I say try to offer a gameply experience different from
lockdown. If this means focusing on the outside more, then go for
it.
Anyway good luck with this!
Re: Dm_Alcatraz
Posted by habboi on
Sat Apr 30th 2005 at 3:04pm
habboi
The Spammer of Snarkpit
member
782 posts
178 snarkmarks
Registered:
Dec 11th 2004
Location: United Kingdom
Yes make a lighthouse similar to Valves one perhaps and the outside will be a huge task to perform so goodluck!
Re: Dm_Alcatraz
Posted by Orpheus on
Sat Apr 30th 2005 at 3:07pm
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
Man, I hate it when a maps comments are moved to the forums.. They never seem to make it.
Now, answer my original question. Which of the screens are map, and which are real?
Re: Dm_Alcatraz
Posted by neoshock2k on
Sat Apr 30th 2005 at 3:27pm
35 posts
44 snarkmarks
Registered:
Feb 22nd 2005
Occupation: Student
Location: UK
Hehe unfortunately none of the screeners are game footage there all pics of the real alcatraz, the good thing for me is the valve set of textures and props should cover this perfectly, it does look like hl2 textureset a bit dont it. yeah im gonna focus on the outside area as much as inside i think, im not gonna have the whole prison complex inside, maybe a couple of big open hallways with cells, and a few others then do the outside.
Im goping through hell with hammer atm, im trying to start the displacement for the island to get my setting and scale right, trouble is ive tryed clipping out my shape then tryed to displace and hammer goes mwha at me :sad:
Back to the drawing board uncleste, but i shall succeed mwuahhaha :biggrin:
UncleSte.
Re: Dm_Alcatraz
Posted by Agent Smith on
Sun May 1st 2005 at 2:17am
803 posts
449 snarkmarks
Registered:
Aug 30th 2003
Occupation: Uni Student
Location: NSW, Australia
I noticed you mentioned building the island first, then the buildings.
I'd actually recommend doing it the other way around, as the
displacement work is going to be rather complex.
Unlike UT2003-4 which allows you to cut holes through terrain to allow
passages and things, HL2 doesn't let you do that. The only way to get
around it is by using smaller displacements and joining them up,
leaving blank spaces where buildings and tunnels and things need to go.
That being said, creating the entire island first before the buildings
will be a tremendous waste of time, because chances are you will have
to re-do most, if not all your displacements to fit the man made
structures.
I'd recommend actually assembling the layout of the island, that is the
outline of the island, key buildings and things, to scale using simple
blocks as representations till every thing is in the right place. Then
build your buildings and other man made structures. Once they are done,
then create the displacement maps around the buildings.
Trust me, it will save you huge amounts of time and will also result in
less errors in the future, a lesson I learnt the hard way in dm_Hydro.
Re: Dm_Alcatraz
Posted by viper5k on
Sun May 1st 2005 at 4:47am
29 posts
3 snarkmarks
Registered:
Jan 17th 2005
wow wish that was real game.At first i thought it was a real map
Re: Dm_Alcatraz
Posted by G4MER on
Mon May 2nd 2005 at 12:32pm
Posted
2005-05-02 12:32pm
G4MER
floaty snark rage
member
2460 posts
360 snarkmarks
Registered:
Sep 6th 2003
Location: USA
Ohh thats nice.. that should help him a lot.