cs_seige_source

cs_seige_source

Re: cs_seige_source Posted by G4MER on Tue May 17th 2005 at 12:11am
G4MER
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Posted 2005-05-17 12:11am
G4MER
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I wanted to show what I have so far. Please be kind, honest but kind. remember this is my first Source map, and I am having to rely on the advice and tutorials from you master mappers to get this far.

The first thing your going to comment on im sure is the rock faces. This is just 20% done, and I do plan on useing the displacement tool to bump them out and in by way of a thin brush in front of the established rock face, as by the tutorial here. Since this will be a lot of rock faces I think it would be best to keep frame rates low.

Here is a link to my web page and pictures of what I have so far. ( http://thepryde.com/seige.htm ) For some odd reason the images are not loading the right larger image when you click the thumbnail.. I will try and fix this..

Your comments are welcome.. Please be kind.
Re: cs_seige_source Posted by DrGlass on Tue May 17th 2005 at 2:08am
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Posted 2005-05-17 2:08am
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its looking quite good. If I read right, your not going with
displacments? They are cheaper than world brushes and looks far
better.

As for the screens, it looks too dark, needs more lights and overall the textures are all just very dark.

brush work is looking very good, and model placement too. The
road should fade into the ground, not have that hard line. Use
overlays rather than a brush for the road.

I see that the CT side canyon is filled in, does this mean your removing the cave route?
Re: cs_seige_source Posted by Addicted to Morphine on Tue May 17th 2005 at 3:18am
Posted 2005-05-17 3:18am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Doc I think he said he hasn't done the displacements yet and the current walls are just placeholders.

I really like the Helipad. I'm wondering, as Doc is, what is to
become of the mine/elevator route now that the canyon has been filled
up with water?
Re: cs_seige_source Posted by G4MER on Tue May 17th 2005 at 3:53am
G4MER
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Posted 2005-05-17 3:53am
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As for the cave route, I have added a Sewer route and there is still a rock path up, next to the heli-pad for them pesky Terrorist rushes. I even thought about adding a small dock on one side as well with a ladder up, so that way it would give a couple options out of the water. ( Ill get you a picture of this change )

No I am doing displacements. I wanted to get the shape of the area first then I will go back and make the displacements. I agree they are cheeper and will give better FPS with them over the triangle method.

As far as the textures go, the road texture will change and I plan on also adding hills of gathered dust here and there. This is just the early stages. getting the basic layout, then I will go back in and detail it out.

Can you explain overlays, is that using the decal tool? I did that on the bridge. Is there a way to rotate a decal once its placed?

As for the too dark.. two of the images were taken when I first started and I had the Sun at default 200, I have since increased it to 400 and its much brighter, and I have also added lights here and there to help with the darkness.

The Elevator is giving me problems, but im getting it thanks to the tutorial here.

Thanks for the help and comments.
Re: cs_seige_source Posted by $loth on Tue May 17th 2005 at 10:41am
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Posted 2005-05-17 10:41am
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The screens seem to dark will post more when they are a bit brighter though (might just be the college computers).

Good luck with it though! :biggrin:
Re: cs_seige_source Posted by keved on Tue May 17th 2005 at 11:26am
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Posted 2005-05-17 11:26am
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MoneyShot said:
Can you explain overlays, is that using the decal tool? I did that on the bridge. Is there a way to rotate a decal once its placed?
http://www.valve-erc.com/srcsdk/Hammer/html/Tool_Overlay.htm
Re: cs_seige_source Posted by ReNo on Tue May 17th 2005 at 11:29am
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Posted 2005-05-17 11:29am
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Re: cs_seige_source Posted by Orpheus on Tue May 17th 2005 at 11:42am
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Posted 2005-05-17 11:42am
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I never thought that I would be posting this for "to small" screens but.

you really need to read this tutorial

I cannot see a danged thing on those screens. :lol:

Have mercy on this ol mans eyes bud. :smile:

The best things in life, aren't things.
Re: cs_seige_source Posted by G4MER on Tue May 17th 2005 at 1:48pm
G4MER
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Posted 2005-05-17 1:48pm
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Orpheus said:
I never thought that I would be posting this for "to small" screens but.

you really need to read this tutorial

I cannot see a danged thing on those screens. :lol:

Have mercy on this ol mans eyes bud. :smile:
Hey Old Timer, you should make sure to read the entire post.. I posted a link to a web page where the pictures are. Click the pictures and they load 1600x1200 images. Pleanty big enough even for your old eyes. =)

Thanks for the links people.. They should help me quite a lot.
Re: cs_seige_source Posted by Orpheus on Tue May 17th 2005 at 1:55pm
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Posted 2005-05-17 1:55pm
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Well then silly butt.. read MY tut.. it applies for both sets of screens :heee:

/runs

The best things in life, aren't things.
Re: cs_seige_source Posted by G4MER on Tue May 17th 2005 at 2:32pm
G4MER
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Posted 2005-05-17 2:32pm
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If I have to granpa.. :lol:

/chases after you. (ignore the crowbar..)
Re: cs_seige_source Posted by Orpheus on Tue May 17th 2005 at 2:38pm
Orpheus
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Posted 2005-05-17 2:38pm
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MoneyShot said:
If I have to granpa.. :lol:

/chases after you. (Trips over discarded diaper pile..)
There, I fixed your post for'ya. :biggrin:

The best things in life, aren't things.
Re: cs_seige_source Posted by G4MER on Tue May 17th 2005 at 3:14pm
G4MER
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Posted 2005-05-17 3:14pm
G4MER
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Orpheus said:
There, I fixed your post for'ya. :biggrin:
Damn SOILED Again.. :biggrin: :biggrin: :biggrin:
Re: cs_seige_source Posted by habboi on Tue May 17th 2005 at 8:44pm
habboi
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Posted 2005-05-17 8:44pm
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I liked this map so please make it good :smile:

Nice chase above :wink:

Anyway it is dark on my school computers but on my home computer it seems fine but just make it a tad brighter :smile:

Keep it up.
Re: cs_seige_source Posted by Gwil on Fri May 27th 2005 at 3:24am
Gwil
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Posted 2005-05-27 3:24am
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This looks pretty faithful to the original, but the tower at the CT spawn is pretty naff. You can really go to town with the extra detailing and brushes the Source engine affords you. Take a look at some military installations and copy their security buildings as closely (as feasibly) possible.

My only other 2 cents is.. cs_siege , isn't it? :wink:
Re: cs_seige_source Posted by G4MER on Fri May 27th 2005 at 4:39am
G4MER
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Posted 2005-05-27 4:39am
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<DIV class=quote>
<DIV class=quotetitle>? quoting Gwil</DIV>
<DIV class=quotetext>This looks pretty faithful to the original, but the tower at the CT spawn is pretty naff. You can really go to town with the extra detailing and brushes the Source engine affords you. Take a look at some military installations and copy their security buildings as closely (as feasibly) possible.

My only other 2 cents is.. cs_siege , isn't it? :wink:

</DIV></DIV>

Im not sure.. I will have to look at see who has spelled it right.

I have been using Prodigy as a sorta source for this map. This wont be as faithful to the original, and your looking at the basic images from the very start it has changed quite a lot since then. It should have about the same game play.. but I am trying to update it some. This is my real first map I have tried to do.. and trying to make it as good as the original is quite hard for me, as I tend to map by feel and not by a predesigned idea. And these new tools have me at a sorta loss.. but I am working on it the best I can. I will try and get you some updated images to look at.

Im going to do another compile tomorrow, and check how stuff is looking and if range seems about right and so forth.. I ran it the other day and the map seemed pretty fast at its current state. Ill get some new screen shots up and put on my eb page for you all to look at. I may even put the bsp on there for you all to test it out and check my work, and give me suggestions, it should not be used on a server in its current form as its not any where complete, or ready for beta testing.