BlackOp Retreat

BlackOp Retreat

Re: BlackOp Retreat Posted by Vash on Sun Oct 26th 2003 at 8:10pm
Vash
1206 posts
Posted 2003-10-26 8:10pm
Vash
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1206 posts 181 snarkmarks Registered: Feb 4th 2003 Occupation: Afraid of Spiders
Hey all, just wanted to post some screenshots, and a demo file of what Ive mapped on BlackOp Retreat so far. All these images are from inside the editor, due to a bad leak which I cannot find (email me at vash939@aol.com or PM me if you`d like to help find it.) Basically, I am posting a .dem file to show what new-ish features this map will have, features which Other svencoop maps lack. Enjoy. To play the .dem file (for those of you who dont know) stick the .dem file in Half-Life/Valve, and the .bsp in Valve/maps. Then go into the Half-Life console, and type "playdemo bo_test" without quotes

http://www.snarkpit.com/pits/vash/images/retreat/ <-- Retreat.zip, save target as, All images, and .dem file of BlackOP retreat.

Most shots were taken with enemies/entites taken out.

User posted image

User posted image

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http://www.snarkpit.com/pits/vash/images/retreat/retreat.JPG

User posted imagehttp://www.snarkpit.com/pits/vash/images/retreat/retreat1.JPG
Re: BlackOp Retreat Posted by G4MER on Sun Oct 26th 2003 at 9:33pm
G4MER
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Posted 2003-10-26 9:33pm
G4MER
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Thats looking damn spiffy. Keep it up.. and let me know when your ready for play testers.. Awesome job so far.

($)
Re: BlackOp Retreat Posted by R@lph VViggum on Mon Oct 27th 2003 at 1:49am
R@lph VViggum
156 posts
Posted 2003-10-27 1:49am
156 posts 211 snarkmarks Registered: Jun 11th 2003 Occupation: Level Designer Location: Illinois
Yummy! Lookin sexy.
Re: BlackOp Retreat Posted by Failsafe on Mon Oct 27th 2003 at 2:10am
Failsafe
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Posted 2003-10-27 2:10am
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Nice one vash, hope to see this one completley... complete. Well looks like I'm not working on bo_retreat2--oh well. :grenade:
Re: BlackOp Retreat Posted by Ferret on Mon Oct 27th 2003 at 5:23am
Ferret
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Posted 2003-10-27 5:23am
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if only it was compiled?
Re: BlackOp Retreat Posted by Campaignjunkie on Mon Oct 27th 2003 at 5:33am
Campaignjunkie
1309 posts
Posted 2003-10-27 5:33am
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Have to agree with Ferret on this one... You should probably compile it and post those screens instead of in-editor stuff. Not only good practice but, well, makes more sense. :smile:

EDIT: Okay, so you have a leak. It doesn't mean you have to hastily post any media of your map you can find/obtain. You really can't get any accurate criticism without a compile (unless there are very significant flaws present in the map geometry).
Re: BlackOp Retreat Posted by Hugh on Mon Oct 27th 2003 at 5:49am
Hugh
900 posts
Posted 2003-10-27 5:49am
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All these images are from inside the editor, due to a bad leak which I cannot find

No worries, I found the leak for him, so you should have lighting and whatnot soon enough.
Re: BlackOp Retreat Posted by Orpheus on Mon Oct 27th 2003 at 9:40am
Orpheus
13860 posts
Posted 2003-10-27 9:40am
Orpheus
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it has been forever since i created a leak, and even longer since i had trouble locating one.

words of advice to our relatively new mappers (being those whom create leaks then can't seem to locate them)

compile often, after each significant addition..

unless you are really good, try to work on only one area at a time between compiles to assure WHERE one was created, and you can zone in on where to repair.
Re: BlackOp Retreat Posted by Gollum on Mon Oct 27th 2003 at 10:32am
Gollum
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Posted 2003-10-27 10:32am
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:imwithstupid: Good advice - I wish I'd followed it more consistently!
Re: BlackOp Retreat Posted by mazemaster on Mon Oct 27th 2003 at 10:32am
mazemaster
890 posts
Posted 2003-10-27 10:32am
890 posts 438 snarkmarks Registered: Feb 12th 2002
I map freely without regard for leaks, and then when i get leaks I fix them really fast. It sure beats mapping paranoid and spending 20 minutes placing each brush.

When you get really good at following pointfiles you can track down and fix leaks at a rate of about 1 leak every 2 minutes + csg and bsp time. Its not unusual for me to have 10 leaks in a big compile, but the thing is that it doesnt take very long to fix them. Overall this saves time and preserves creativity since you can just slap down stuff as you think of it and concentrate on the map instead of the technical details.
Re: BlackOp Retreat Posted by Gollum on Mon Oct 27th 2003 at 10:56am
Gollum
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Posted 2003-10-27 10:56am
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Great if you can do it - I just found my compile and loading times were long :sad: Also, I had to delete a whole bunch of entities in order to even RUN the map with a leak.
Re: BlackOp Retreat Posted by ReNo on Mon Oct 27th 2003 at 11:06am
ReNo
5457 posts
Posted 2003-10-27 11:06am
ReNo
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I'm a bit of both - I map pretty fast in editor with little caution on placing brushes, and so I do come up with quite a lot of leaks. On the other hand, I compile often, so I normally have one or two leaks to find per compile. Normally I can hunt these down in just a few minutes, although in particularly complex maps the framerate of 4 or whatever can get in the way of efficient pointfile following!
Re: BlackOp Retreat Posted by Sim on Mon Oct 27th 2003 at 1:00pm
Sim
257 posts
Posted 2003-10-27 1:00pm
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I'v never used the pointfile. Most of the time I get leaks it's because I've forgotten to seal off unbuilt areas of the map. If I can't find the leak in the 3D view then I just go over the map and check for brushes which aren't aligned neatly to the grid. That's almost always the problem.
Re: BlackOp Retreat Posted by Orpheus on Mon Oct 27th 2003 at 2:21pm
Orpheus
13860 posts
Posted 2003-10-27 2:21pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
someday, you guys should decompile a scary_1 map.(since i doubt you have originals of course.)

when i first started mapping, i couldn't imagine how steve made maps so quickly, with dramatic architecture, but no leaks, especially since i could see places where some should have been.

anyways, his style may not be unique, but it was cool to see..

i won't tell you, but you should still go look :biggrin:
Re: BlackOp Retreat Posted by ReNo on Tue Oct 28th 2003 at 10:45am
ReNo
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Posted 2003-10-28 10:45am
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Decompiling a map wouldn't give an accurate representation of the building techniques or style though orph, as decompiling doesn't give a true to the original output.
Re: BlackOp Retreat Posted by Orpheus on Tue Oct 28th 2003 at 12:17pm
Orpheus
13860 posts
Posted 2003-10-28 12:17pm
Orpheus
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ReNo said:
Decompiling a map wouldn't give an accurate representation of the building techniques or style though orph, as decompiling doesn't give a true to the original output.
true, i had the originals, steve set me many, but it could/should show you how he pluged his holes :biggrin:

anyways, steve was a master, but he did cheat a bit , i doubt he worried any at all about possible holes. :wink:
Re: BlackOp Retreat Posted by Vash on Mon Nov 10th 2003 at 3:08am
Vash
1206 posts
Posted 2003-11-10 3:08am
Vash
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Some images in this post have been automatically down-sized, click on them to view the full sized versions:

New screenshots.

User posted image

User posted image

User posted image
Re: BlackOp Retreat Posted by R@lph VViggum on Mon Nov 10th 2003 at 3:16am
R@lph VViggum
156 posts
Posted 2003-11-10 3:16am
156 posts 211 snarkmarks Registered: Jun 11th 2003 Occupation: Level Designer Location: Illinois
Looks pretty good, I'd suggest reworking those textures. They seem "sloppy," but thats just my thought.
Re: BlackOp Retreat Posted by Vash on Mon Nov 10th 2003 at 3:21am
Vash
1206 posts
Posted 2003-11-10 3:21am
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I dont see what's sloppy =/.
Re: BlackOp Retreat Posted by R@lph VViggum on Mon Nov 10th 2003 at 3:24am
R@lph VViggum
156 posts
Posted 2003-11-10 3:24am
156 posts 211 snarkmarks Registered: Jun 11th 2003 Occupation: Level Designer Location: Illinois
Well, for example, those stairs could be reworked.
Re: BlackOp Retreat Posted by Tracer Bullet on Mon Nov 10th 2003 at 3:27am
Tracer Bullet
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Posted 2003-11-10 3:27am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
ReNo said:
Decompiling a map wouldn't give an accurate representation of the building techniques or style though orph, as decompiling doesn't give a true to the original output.
Yah, I once had a rmf go corrupt on me, so I tried to decompile the bsp only to find that all the brushes were so messed up I might as well start from scratch.
Re: BlackOp Retreat Posted by Orpheus on Mon Nov 10th 2003 at 3:27am
Orpheus
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Posted 2003-11-10 3:27am
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Vash said:
I dont see what's sloppy =/.
i think the word would be "blocky" not sloppy..

refine your style, steps and such are rarely so huge.. look at the poor model, he could sleep on those steps :biggrin:
Re: BlackOp Retreat Posted by Vash on Mon Nov 10th 2003 at 3:29am
Vash
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Posted 2003-11-10 3:29am
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Orph, idea man, philophiser :smile: (I know I didnt spell it right)
Re: BlackOp Retreat Posted by Dietz on Mon Nov 10th 2003 at 7:11am
Dietz
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Posted 2003-11-10 7:11am
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Utterly amazing.
Re: BlackOp Retreat Posted by Dr Brasso on Mon Nov 10th 2003 at 7:18am
Dr Brasso
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Posted 2003-11-10 7:18am
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
i musta missed something....whats amazing dietz?

Doc Brass... :dodgy:

im gonna have to try sven coop sometime.....i lost my copy of the mod somewhere during a reformat, and havent bothered to re-find it.... :biggrin:
Re: BlackOp Retreat Posted by Vash on Tue Nov 11th 2003 at 12:47am
Vash
1206 posts
Posted 2003-11-11 12:47am
Vash
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NEW! Broken door for BlackOp Retreat (Thanks Perin!)

User posted image
Re: BlackOp Retreat Posted by R@lph VViggum on Tue Nov 11th 2003 at 4:02am
R@lph VViggum
156 posts
Posted 2003-11-11 4:02am
156 posts 211 snarkmarks Registered: Jun 11th 2003 Occupation: Level Designer Location: Illinois
Like I said before, it looks alittle thin. Otherwise it looks really good.
Re: BlackOp Retreat Posted by scary_jeff on Tue Nov 11th 2003 at 9:56am
scary_jeff
1614 posts
Posted 2003-11-11 9:56am
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I like the door, but the broken window looks a bit cheesy... when did you ever see a window broken that way?
Re: BlackOp Retreat Posted by G4MER on Tue Nov 11th 2003 at 10:16am
G4MER
2460 posts
Posted 2003-11-11 10:16am
G4MER
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I agree on the window, that has been bothering me.. its a security window, and it has metal bits in it.. how does it shatter?

($)
Re: BlackOp Retreat Posted by Vash on Tue Nov 11th 2003 at 12:38pm
Vash
1206 posts
Posted 2003-11-11 12:38pm
Vash
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Exactly what are you talking about money shot? That window is made of glass and those metal shards are from the door..
Re: BlackOp Retreat Posted by 7dk2h4md720ih on Tue Nov 11th 2003 at 11:53pm
7dk2h4md720ih
1976 posts
Posted 2003-11-11 11:53pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
Exactly what are you talking about money shot? That window is made of glass and those metal shards are from the door..
Look at the window textures. It's reinforced with a metal mesh. Those type of windows don't shatter, they just crack. (personal experience) :wink:
Re: BlackOp Retreat Posted by Vash on Wed Nov 12th 2003 at 12:16am
Vash
1206 posts
Posted 2003-11-12 12:16am
Vash
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Yeah, I noticed that. But it looks so damn cool, so oh well :biggrin:
Re: BlackOp Retreat Posted by 7dk2h4md720ih on Wed Nov 12th 2003 at 12:23am
7dk2h4md720ih
1976 posts
Posted 2003-11-12 12:23am
1976 posts 198 snarkmarks Registered: Oct 9th 2001
Then change the glass texture.

You'd probably also want to add raills to the door, doesn't look quite right.
Re: BlackOp Retreat Posted by G4MER on Wed Nov 12th 2003 at 1:05am
G4MER
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Posted 2003-11-12 1:05am
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Thanks Alien_Sniper.. =)

Maybe changing the glass texture then? or Make one that is just like that but all cracked. I dunno..

($)
Re: BlackOp Retreat Posted by OtZman on Thu Nov 13th 2003 at 8:43pm
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Posted 2003-11-13 8:43pm
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I cant see the first 6 screenshots or so... what's the problem? The other screenshots look nice :popcorn: ...
Re: BlackOp Retreat Posted by Vash on Thu Nov 13th 2003 at 8:56pm
Vash
1206 posts
Posted 2003-11-13 8:56pm
Vash
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1206 posts 181 snarkmarks Registered: Feb 4th 2003 Occupation: Afraid of Spiders
I need to re:take them and re:upload them.
Re: BlackOp Retreat Posted by Vash on Thu Nov 13th 2003 at 9:28pm
Vash
1206 posts
Posted 2003-11-13 9:28pm
Vash
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1206 posts 181 snarkmarks Registered: Feb 4th 2003 Occupation: Afraid of Spiders
Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Here j00 go.

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User posted image

User posted image
Re: BlackOp Retreat Posted by Diarmaidx2 on Thu Nov 13th 2003 at 10:59pm
Diarmaidx2
101 posts
Posted 2003-11-13 10:59pm
101 posts 10 snarkmarks Registered: Oct 29th 2002 Location: Ireland
the door frame wouldnt dent out. if it is damaged from a blast have the dent in the middle.
have some shrubs or some sort of plantlife fungus around that bridge, looks bit plane. nice tho.
Re: BlackOp Retreat Posted by Vash on Thu Nov 13th 2003 at 11:01pm
Vash
1206 posts
Posted 2003-11-13 11:01pm
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Dont worry, you'll know why its dented when you play the map.
Re: BlackOp Retreat Posted by Diarmaidx2 on Thu Nov 13th 2003 at 11:14pm
Diarmaidx2
101 posts
Posted 2003-11-13 11:14pm
101 posts 10 snarkmarks Registered: Oct 29th 2002 Location: Ireland
im guessing some sort of GIANT SUPER NINJA busts out and starts to eat all the sand, thus collapsing the bridge of a thousand snarks...
im going to take my medacation new.
the out door area seams a bit big/wide.
the texture at the botom of the door is off a bit.
Re: BlackOp Retreat Posted by Vash on Fri Nov 14th 2003 at 2:49am
Vash
1206 posts
Posted 2003-11-14 2:49am
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Well, I am starting to run out of idea's. If anyone can help me, please contact me, or think of what would be good in this map..
Re: BlackOp Retreat Posted by Dr Brasso on Fri Nov 14th 2003 at 3:19am
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Posted 2003-11-14 3:19am
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just curious vash, what are the r's like in that big ass area outside?

Doc Brass... :dodgy:
Re: BlackOp Retreat Posted by OtZman on Fri Nov 14th 2003 at 8:32am
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Posted 2003-11-14 8:32am
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...nice,Vash, nice... I'm looking forward to play...
Re: BlackOp Retreat Posted by Vash on Fri Nov 14th 2003 at 11:45am
Vash
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Posted 2003-11-14 11:45am
Vash
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I will only tell you right now, that if you go to the biggest open area, and look from one end to the next, there about 3,000. But that doesnt matter, because I will be adding rock work to cut down on visibility.
Re: BlackOp Retreat Posted by Gollum on Fri Nov 14th 2003 at 1:01pm
Gollum
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Posted 2003-11-14 1:01pm
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3,000 wpolys?! Make that VIS-blocking rock-work your priority then: the longer you leave r_speeds like that, the greater the chance is that you will not be able to fix them without a major redesign.
Re: BlackOp Retreat Posted by Vash on Fri Nov 14th 2003 at 1:24pm
Vash
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Posted 2003-11-14 1:24pm
Vash
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No worries gollum, I am now starting on the rock work. I will update you with screenshots when its near done (maybe a week or so).