de_insursio

de_insursio

Re: de_insursio Posted by Aono on Tue May 3rd 2005 at 9:15am
Aono
6 posts
Posted 2005-05-03 9:15am
Aono
member
6 posts 11 snarkmarks Registered: May 3rd 2005
Hi,

My first map, learning hammer and everything as I go. Still very early stages.

I posted some 800x600 screens on the map page, so here are the full res versions (56k beware):

http://www.IMGSatellite.com/u/05/122/09/TSpawn.JPG

http://www.IMGSatellite.com/u/05/122/09/WarehouseLeft.jpg

http://www.IMGSatellite.com/u/05/122/09/snipernest.jpg

http://www.IMGSatellite.com/u/05/122/09/siteAside.jpg

http://www.IMGSatellite.com/u/05/122/09/siteAtop.jpg

Also an extra one:

http://www.IMGSatellite.com/u/05/122/09/siteA.jpg

And the original map sketch I made of the layout: http://www.imgsatellite.com/u/05/99/17/sketch1.jpg

(Changed a little bit since then, but not too much :wink: )
Re: de_insursio Posted by Orpheus on Tue May 3rd 2005 at 9:28am
Orpheus
13860 posts
Posted 2005-05-03 9:28am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
<DIV class=quote>
<DIV class=quotetitle>? quoting Orpheus</DIV>
<DIV class=quotetext>The screens are larger than the map :razz:

Read this

Then this

</DIV></DIV>

800k images are a definate no-no bud. reduce them by 90% please

[EDIT] i didn't notice the low res shots but even your low res shots are freaking huge.. but at least you posted some..

try to get them below 100k please..
Re: de_insursio Posted by Aono on Tue May 3rd 2005 at 9:34am
Aono
6 posts
Posted 2005-05-03 9:34am
Aono
member
6 posts 11 snarkmarks Registered: May 3rd 2005
Well I have 800x600 image versions on the map page, much smaller that
800k, so I thought people might wanna see normal res versions
here. It's up to you. :smile:

Whats the anti-high-res thing about anyway? You all on modems? :razz:

Edit: ok ok I will shrink them....
Re: de_insursio Posted by Orpheus on Tue May 3rd 2005 at 9:39am
Orpheus
13860 posts
Posted 2005-05-03 9:39am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Aono said:
Whats the anti-high-res thing about anyway? You all on modems? :razz:
its called "etiquette" not "anti-hi-res. :/

and yes, some of my friends around here have 56k.

still, its your call.. you want tumbleweeds rolling by as your post dies.. thats your call.

/me is outa here, time to leave on my next run..

be good all.
Re: de_insursio Posted by Leperous on Tue May 3rd 2005 at 9:46am
Leperous
3382 posts
Posted 2005-05-03 9:46am
Leperous
Creator of SnarkPit!
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3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
Er, most of us aren't on connections that let us download ~1mb images very quickly...

It's looking okay so far, but quite boring and basic- try using some more interesting architecture and textures (your level seems to be mainly flat walls- try more support beams) and vary the lighting a bit (it looks quite 'flat'). And as ever with bomb maps, make sure that the bomb site is an interesting area to fight in/get to :razz:
Re: de_insursio Posted by Aono on Tue May 3rd 2005 at 10:02am
Aono
6 posts
Posted 2005-05-03 10:02am
Aono
member
6 posts 11 snarkmarks Registered: May 3rd 2005
Sorry for images, all fixed, low res versions on map page.

Thanks for comments, I'm still working on building the structure on the
level so far. Then I'll go back and start adding better detail
later. Although I will still keep it relatively plain ('Flat' but
I will try and make it look interesting beind the actually play area),
as I don't like maps where the scenery is so busy you end up "catching"
on it as you try and run past.

Here's an older (bomb effect better now) screen shot showing why I made SiteA flat on top. :wink:

Edit wopps wrong link: http://www.imgsatellite.com/u/05/122/11/siteAboomlr.jpg
Re: de_insursio Posted by DrGlass on Tue May 3rd 2005 at 6:11pm
DrGlass
1825 posts
Posted 2005-05-03 6:11pm
DrGlass
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1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
those trusses dont make much sence, they arn't holding anything up and
they arn't supported by anything. Infact alot of stuff dosn't
seem to make sence, maybe becuase the screens are taken out of context
but always be sure to try and emulate real life buildings, etc.

People do notice when something isn't right.
Re: de_insursio Posted by habboi on Wed May 4th 2005 at 4:37pm
habboi
782 posts
Posted 2005-05-04 4:37pm
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The Spammer of Snarkpit
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For example a rope holding up a building :smile:
Now that is odd :S

I like the style and it seems you understand Hammer well now!
If you enjoy making this then make it better to suit the other players needs and not just how you like it.
Just because you might like it doesn't mean others will!
Re: de_insursio Posted by Aono on Thu May 5th 2005 at 3:31am
Aono
6 posts
Posted 2005-05-05 3:31am
Aono
member
6 posts 11 snarkmarks Registered: May 3rd 2005
For example a rope holding up a building :smile:
Now that is odd :S
I like the style and it seems you understand Hammer well now!
If you enjoy making this then make it better to suit the other players needs and not just how you like it.
Just because you might like it doesn't mean others will!
Thanks for comments, but?A rope holding up a building?
What? I don't have that... :razz:

And of course I will try and make it fun for everyone, in
fact this is why I?m making sure I get a the structure and flow of the level
correct before I start adding detail and other visual stuff.

The pointless trusses have been fixed, I hadn't added in the upper parts
yet. I had to remove them in the end anyway because they disappeared if
the client had their graphics settings to low model detail.

The map is progressing well, I am getting close to finishing
off the major structure of the level at which point I can start testing how
well the maps ?flows?. Timing choke
points, focusing the gameplay etc. Once
I am happy I won?t be making any more big changes I?ll start the visual
makeover.

Thanks for comments, another update soon.
Re: de_insursio Posted by Addicted to Morphine on Thu May 5th 2005 at 3:57am
Posted 2005-05-05 3:57am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
I wouldn't mind seenig updated screenshots as you go along and make
progress. Also, could you post a view of the layout once you've
finalized it?
Re: de_insursio Posted by Aono on Thu May 5th 2005 at 10:29am
Aono
6 posts
Posted 2005-05-05 10:29am
Aono
member
6 posts 11 snarkmarks Registered: May 3rd 2005
I wouldn't mind seenig updated screenshots as you go along and make
progress. Also, could you post a view of the layout once you've
finalized it?
Sure, I made a beta overview if you want a look, it doesn't
show everything, but gives an ok impression of how it plays:

http://www.imgsatellite.com/u/05/124/11/betaoverview3863.jpg

Dotted lines = Tunnel or high walkway

I've only shown the main routes to each site, left out the small ones and
flanking manoeuvres and stuff, just the direct routes.
Re: de_insursio Posted by Addicted to Morphine on Thu May 5th 2005 at 12:54pm
Posted 2005-05-05 12:54pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Interesting. It looks like the terrorists have quite a bit of
running to do before they get to the sites. Seems like the CT's
would have a lot of time to set up. Is there a way to make it so
that the CT's only get to one of the bombsites a second or two before
the T's to make it interesting/worthwhile for T's to coordinate a
rush? Kind of like the B bombsite in dust2?
Re: de_insursio Posted by Aono on Thu May 5th 2005 at 1:48pm
Aono
6 posts
Posted 2005-05-05 1:48pm
Aono
member
6 posts 11 snarkmarks Registered: May 3rd 2005
Interesting. It looks like the terrorists have quite a bit of
running to do before they get to the sites.
True, but I will work on timings and shorten the distances
if needed. If you think about dust2, bomb site A is actually quite a long
run for the Ts. And I am timing B on my map so that T & CT arrive at
the same time. CT can get to A very fast (as they can in dust2 and dust
they spawn in it), but it is harder to defend from inside, instead they can
defend from sniper points to the right and below, but this will mean a longer
run to B if the bomb is planted there.
Re: de_insursio Posted by Addicted to Morphine on Thu May 5th 2005 at 1:54pm
Posted 2005-05-05 1:54pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Alright, sounds good. I was just wondering if there was one site
that could be reached by the CT's and T's at roughly the same
time. I've always appreciated Counter Strike and I look forward
to seeing how this map shapes up!