dm_closequaters

dm_closequaters

Re: dm_closequaters Posted by Riven on Mon May 2nd 2005 at 10:09pm
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Posted 2005-05-02 10:09pm
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This map i have built is essentially another section of City 17 which has been cut off by the Combine. This is my second map i have built for the source engine. I would enjoy any and all critizisms! Also, This map is very plain, I know, and I have yet to redo the skybox which i deleted before b/c of some issues with the displacements.
Re: dm_closequaters Posted by Orpheus on Mon May 2nd 2005 at 10:27pm
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Posted 2005-05-02 10:27pm
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The screens are larger than the map :razz:

Read this

Then this

The map itself, looks promising, I can't wait to see it in action.
Re: dm_closequaters Posted by Riven on Mon May 2nd 2005 at 10:53pm
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Posted 2005-05-02 10:53pm
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Sorry about that, just a little anxious...
Re: dm_closequaters Posted by Orpheus on Mon May 2nd 2005 at 11:02pm
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Posted 2005-05-02 11:02pm
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My only crit at this time is the flat plain the terrain has. Yeah, many city blocks have that look, but its just to easy to add some variety to maps in HL2.

If you have the frame rates to spare, add something.

The map looks like "overwatch" before the building was blown up :smile:
Re: dm_closequaters Posted by Riven on Mon May 2nd 2005 at 11:37pm
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Posted 2005-05-02 11:37pm
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You know i was thinking about that,....yeah sure i could add some ruble textured displacements on the road, but i reall couldn't explain them considering the fact that there arn't any tall enough buildings to drop rubble from a far. Besides i wanted to give it that look of still slightly in order before destruction. Most city maps are created to resemble the same "section of city that is in dissaray." Well it just hasnt occured here yet. Yeah, the combine has it blocked off, but no "real" destruction has yet to occur. Its a "clean" map, but i understand where your comming from,....It is too easy to just create something to make it look awsome, or to add gameplay physics, but i have to "explain" where things have come from, I believe i will create some kind of explosion on the street, and maby that will be suffice, what whith all the rubble an explosion would create, put one of those headcrab canisters in it, that would be an awsome way of explaining it!, anyhow, the may does have some features that you cant see in these three pics: a full functioning three level apartment elevator, many behind routes to get to other parts of the map. About 50% of the buildings that you see in these screenshots are able to be accessed and fought in. They all have an alternate path leading in/out some just an exit, creating for some very close combat. Hence the name "closequaters". Thanks for the crit though, very much appreciated....
Re: dm_closequaters Posted by DrGlass on Mon May 2nd 2005 at 11:57pm
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Posted 2005-05-02 11:57pm
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Needs cubemaps!
Re: dm_closequaters Posted by Myrk- on Tue May 3rd 2005 at 9:06am
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Posted 2005-05-03 9:06am
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Name seems inapropriate, but then again it is spelt incorrectly- I have no idea what quaters are...
Re: dm_closequaters Posted by habboi on Tue May 3rd 2005 at 5:50pm
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Posted 2005-05-03 5:50pm
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I say this to all maps that use building textures and do this thing I really really hate!

The windows are templates and should be 3D!
Don't just leave them so they have that horrible silver / black surface!

Nice map none the less!
Re: dm_closequaters Posted by ReNo on Tue May 3rd 2005 at 6:23pm
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Posted 2005-05-03 6:23pm
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But if you made ALL of them 3D, framerates in particularly built up
areas would be horrible. For street level windows, yeah it is nice to
add some 3D stuff to them, but to do it for them all would be madness.
Re: dm_closequaters Posted by Riven on Tue May 3rd 2005 at 9:17pm
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Posted 2005-05-03 9:17pm
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I agree with habboi, I never noticed that before actually, but overwatch doesnt use window templates, like the ones you see in the picture on the back cover of the Half-Life 2 retail box. Overwatch doesn't even have recessed windows or doors, which i dis differently. If there are any problems that you have with dm_overwatch, please tell me so that i wont make the same mistake as the proffesionals did. I was told that my buildings look a little blocky as well. I found this picture of another map that did something that i thought would be a nice remedy to my problem: Between each floor of windows, he extended a section of concrete out giving it a better perspective on depth. It made the building stand out a WHOLE lot more, (something that Valve didnt do) And if I understand you correctly, your talking about the window templates/building detail, the prop_static models right? I could just recess the windows in a little bit. Another thing (and why im thankful for posting here) was that i had NEVER realized that i had the name incorectly spelled, and yes, it should be dm_closequarters, which i had done in the beginning, but after retyping it, just never occurred to me of the incorrection, Thank You! As far as whether or not the name is appropriate,...I believe the name is very appropriate, as far as the buildings go, there are plenty of tight spaces to be fighting somone in, and also where all the weapons are placed, and if all you notice about the map is the larger outside area, then you could take the name to be appropriate in the sence of irony...Thanks for the crit once again!
Re: dm_closequaters Posted by habboi on Wed May 4th 2005 at 4:34pm
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Posted 2005-05-04 4:34pm
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Well as long as you make the detail great then I am happy!
Re: dm_closequaters Posted by Riven on Thu Jun 9th 2005 at 11:23pm
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Posted 2005-06-09 11:23pm
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Well, its been a while since i've updated this page,...... Anywhoo,...i've updated the three new images showing the map at its final stages. I have added detail to windows that would be street level, and balcony level. Although, what kind of prop do those window template_building interior models need to be?,...i cant get mine to show...So instead i just indented the window reflective portion of it :razz: the map will be for release on the release date for public beta testing,...then i will make any needed changes, and release it for final!,....but until then, anything you see in these pics that you dont like, or dont agree with, let me know!,.....thanks again!
Re: dm_closequaters Posted by Riven on Sun Jun 12th 2005 at 6:21pm
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Posted 2005-06-12 6:21pm
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ok, the map is ready for beta testing downloads!
Re: dm_closequaters Posted by Riven on Fri Jun 17th 2005 at 7:49pm
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Posted 2005-06-17 7:49pm
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any feedback would be nice,......
Re: dm_closequaters Posted by Riven on Tue Jul 10th 2007 at 2:21pm
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Posted 2007-07-10 2:21pm
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I just got through giving this map a new host, so with a fresh new download link after 2 years, perhaps people will want to download.

Note: The map really isn't optimized as well as it should be, and therefore could run like crap on other's computers.

Please also note that this was only my second map for Source, and with that it is riddled with errors, but I thought perhaps people would want to see what one of my beginning projects were.