Melawan

Melawan

Re: Melawan Posted by Junkyard God on Fri Nov 19th 2004 at 12:45pm
Junkyard God
654 posts
Posted 2004-11-19 12:45pm
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
It looks pretty neat but,
is the wood in image 1 beakable??

if so, bon't make it all breakable, becouse it's mess up css gameplay seriously i think, becouse people would be able to just let other fall to death and just get up to a spot and make sure no one can follow,

but it looks good :)

only the textures are a bit odd , but that will probarbly improve with the map :)
Re: Melawan Posted by Forceflow on Fri Nov 19th 2004 at 5:32pm
Forceflow
2420 posts
Posted 2004-11-19 5:32pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
The parts of the wood not supported by those other wooden pillars is, indeed, breakable.
Re: Melawan Posted by Junkyard God on Sat Nov 20th 2004 at 8:56pm
Junkyard God
654 posts
Posted 2004-11-20 8:56pm
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
Ooh well, i'm looking forward to playing a new map, the maps in css are getting a bit dull :)

and yours is so far looking quite nice :)
Re: Melawan Posted by Aniland on Sat Dec 18th 2004 at 12:11am
Aniland
16 posts
Posted 2004-12-18 12:11am
Aniland
member
16 posts 2 snarkmarks Registered: Dec 18th 2004 Occupation: None <LOL> Location: USA
Nice layout, and very smooth
Re: Melawan Posted by Orpheus on Sat Dec 25th 2004 at 2:16pm
Orpheus
13860 posts
Posted 2004-12-25 2:16pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Force, ramps, in an HL2 driven map? :(

you can do better. hell, i could do better, and i know you are more gifted than i am.
Re: Melawan Posted by Forceflow on Sat Dec 25th 2004 at 2:21pm
Forceflow
2420 posts
Posted 2004-12-25 2:21pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Lol Orph. I might replace them by stairs ... but they look so smooth. :-) ^^

And I'm far from a gifted mapper. Merry Christmas anyway !
Re: Melawan Posted by Forceflow on Mon Jan 3rd 2005 at 10:33pm
Forceflow
2420 posts
Posted 2005-01-03 10:33pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
So, replaced the ramps by stairs. Looks better now. I also cut the sidewalls a bit, because they also had that "rampy" look.
Re: Melawan Posted by Forceflow on Tue Jan 4th 2005 at 7:09pm
Forceflow
2420 posts
Posted 2005-01-04 7:09pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
User posted image

(This thread started with a problem, which was solved by Reno.)

Now it's the official (ehum :razz: ) thread for CSS_Melawan.
:: Forceflow.be :: Nuclear Dawn developer
Re: Melawan Posted by ReNo on Tue Jan 4th 2005 at 7:10pm
ReNo
5457 posts
Posted 2005-01-04 7:10pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
How did you reach the conclusion that the 3D skybox doesn't support
displacement surfaces? As that conclusion is wrong :smile: I'd probably do a
combo of buildings, walls, gates with roads through them leading out
into the desert, etc...
Re: Melawan Posted by Forceflow on Tue Jan 4th 2005 at 7:12pm
Forceflow
2420 posts
Posted 2005-01-04 7:12pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Lep's tut said this:
First of all, create a few reference objects- such as a large building
or two. It is sometimes a good idea to select the buildings and walls
that surround your map to use as a reference too, so that anything we
build does not "overlap" with what's in the level, and so you can get
scales correct. DO NOT use displacement mapped surfaces as these cannot
be scaled down.
I don't want them to be huge :razz: Of course, I could try and make a very small set of dunes, but I'd prefer another way.
Re: Melawan Posted by Nickelplate on Tue Jan 4th 2005 at 7:20pm
Nickelplate
2770 posts
Posted 2005-01-04 7:20pm
2770 posts 346 snarkmarks Registered: Nov 23rd 2004 Occupation: Prince of Pleasure Location: US
you can scale them down! in the displacemnt surface properties set the SCALE tag to 16 like the rest of your skybox!
Re: Melawan Posted by Forceflow on Tue Jan 4th 2005 at 7:24pm
Forceflow
2420 posts
Posted 2005-01-04 7:24pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Ooh, thanks a lot. I'm going to try that.

And some gates would be cool too, thanks Reno.

Now just ignore this thread until I can release this one :razz: (at my tempo: another twenty years. And I'm only 17. :-( )
Re: Melawan Posted by Captain P on Wed Jan 5th 2005 at 12:50am
Captain P
1370 posts
Posted 2005-01-05 12:50am
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Is it time yet, Mr. Forceflow? :biggrin:

Anyway, dismaps are quite versatile for me. You can even translate them (or however that sort of brush manipulating is called).

As for the skybox, does some sort of canyon with instant-death falling
damage to prevent players from wandering off too far fit in your map? :smile:
Re: Melawan Posted by Nickelplate on Wed Jan 5th 2005 at 9:14pm
Nickelplate
2770 posts
Posted 2005-01-05 9:14pm
2770 posts 346 snarkmarks Registered: Nov 23rd 2004 Occupation: Prince of Pleasure Location: US
You should probably put walls around the map in a ROUNDED, FREEFORM SHAPE. Then to brak up the "wall repetition" make part of the wall fallen in and crumbling. make it so you can see out into the desert hills which will be your 3d-skybox-camera-box thing(just eye candy) then just make it impossible to get out there by using a clip brush. Is this making sense? Put walls and a road going past the main part of the map with a gate on either end of the road, that will break up the walls a bit on either side, then just find some interesting things to do with the rest of it.
Re: Melawan Posted by Forceflow on Thu Jan 6th 2005 at 11:29am
Forceflow
2420 posts
Posted 2005-01-06 11:29am
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
It does make sense, Nickelplate. I took a screenshot that shows an overview on how the map edges look now.

If I have things right, this should work: I place a camera entity at my
origin, and copy this entity with the edges of my map (the walls you
see now, for example)

I place this group - scaled down to 1/16 or something in a small skybox
outside of my actual map. Then, I surround these smaller walls by
displacement surfaces and perhaps some buildings. Then I delete the
outer walls I copied into my smaller skybox, and the original camera entity.

So this should work ?
Re: Melawan Posted by Nickelplate on Thu Jan 6th 2005 at 3:15pm
Nickelplate
2770 posts
Posted 2005-01-06 3:15pm
2770 posts 346 snarkmarks Registered: Nov 23rd 2004 Occupation: Prince of Pleasure Location: US
from what i gather from what you're saying, it should work perfectly. Now you just need to make your walls detailed and fun. Which i am sure you'll be able to do. I can't wait to play this one. Is this your contest submission?
Re: Melawan Posted by ReNo on Thu Jan 6th 2005 at 3:25pm
ReNo
5457 posts
Posted 2005-01-06 3:25pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Errr, its for CS:S foo :razz:
Re: Melawan Posted by Nickelplate on Thu Jan 6th 2005 at 3:50pm
Nickelplate
2770 posts
Posted 2005-01-06 3:50pm
2770 posts 346 snarkmarks Registered: Nov 23rd 2004 Occupation: Prince of Pleasure Location: US
dammit! shudup. I knew that.... Shudup! you're a foo.... butt...man...

oy...
Re: Melawan Posted by Forceflow on Thu Jan 6th 2005 at 4:11pm
Forceflow
2420 posts
Posted 2005-01-06 4:11pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
It's indeed, for CS:S, and even if it was allowed to send in CS:S maps, I wouldn't have a chance.

I might release a HL:DM version too, because in fact, I'm just making a Counterstrike Deathmatch map. (like "dlroweci_yf" - horresco referens, but
waay better than just 4 ugly blocks and a s**tload of weapons.) It
could work in HL:DM mode too, but I'll have to redo some
architecture for some good weapon placement.

Anyway, first this one to finish.

And Reno, I was indeed wrong. The 3d skybox does support displacement surfaces.
Re: Melawan Posted by TMA-2 on Thu Jan 20th 2005 at 7:54pm
TMA-2
26 posts
Posted 2005-01-20 7:54pm
TMA-2
member
26 posts 13 snarkmarks Registered: Dec 10th 2004 Occupation: Student Location: U.S.
The brushwork and lighting are both really excellent judging from the screenshots. I'm glad to see a map that doesn't rely on inserting a bunch of prop_physics all over the place to impress people. The only thing that looks dodgy is perhaps the lightmap size on some of the faces with lots of shadow. Anyway, keep up the good work.
Re: Melawan Posted by Forceflow on Fri Jan 21st 2005 at 7:09am
Forceflow
2420 posts
Posted 2005-01-21 7:09am
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
All of the recent screenies were done with VIS setting on Fast, so that could be the odd lighting problem some faces have. When the map is done, I'll do a full, but for the moment, I don't have the time to wait an hour :p
Re: Melawan Posted by Forceflow on Fri May 6th 2005 at 2:16pm
Forceflow
2420 posts
Posted 2005-05-06 2:16pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Shakes the dust off

Woojay ! Updates !

I've been off mapping for a while (work, ...)

and due to the snarkpit hosting problems and the slow connection to the
pit (every page needs 5-6 seconds to load ... ) I haven't been here for
a time.

Anyway, here are the new screens. You other source-mappers on the pit
will be way ahead of me concerning techniques & tricks, but hey ...
I'm just a lazy mapper. Links to full screenshots (these have been resized):

http://www.snarkpit.net/pits/forceflow/fy_source0027.jpg

http://www.snarkpit.net/pits/forceflow/fy_source0028.jpg

http://www.snarkpit.net/pits/forceflow/fy_source0029.jpg

User posted image

User posted image

User posted image
Re: Melawan Posted by Forceflow on Tue Sep 6th 2005 at 1:33pm
Forceflow
2420 posts
Posted 2005-09-06 1:33pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Update time. The first shot is a new one, I'm planning on doing a
market-kind of thing for the CT spawn. (Skybox will be changed ... it's
too happy.)

User posted image
:: Forceflow.be :: Nuclear Dawn developer
Re: Melawan Posted by Captain P on Tue Sep 6th 2005 at 5:09pm
Captain P
1370 posts
Posted 2005-09-06 5:09pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Looks ok I think, but overall too similar in color and lighting. Adding
some middle-east tapestry(? - tapijten), perhaps old and dusted and
broken, would be good I think. If you can find an alpha-blending sand
texture for your dismaps, that would be good too. It's too similar
right now.

What's it going to be? A ruined middle-east village, or more of an old capital/palace thing?
Create-ivity - a game development blog
Re: Melawan Posted by Forceflow on Tue Sep 6th 2005 at 5:44pm
Forceflow
2420 posts
Posted 2005-09-06 5:44pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Some kind of ruined middle-east temple complex.

It looks a bit repetitive now, I know. I'll be adding props (not too
much) and details (like "tapijten") when the architecture is done.
:: Forceflow.be :: Nuclear Dawn developer
Re: Melawan Posted by Captain P on Tue Sep 6th 2005 at 6:19pm
Captain P
1370 posts
Posted 2005-09-06 6:19pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Ah, ok. First working on the layout seems to work better for me, too.

If it's a temple complex, then that car and a market seem a little out
of place to me, unless you're adding a village part to it. If not, a
digging site might be nice. :smile:

Keep it up. :smile:
Create-ivity - a game development blog
Re: Melawan Posted by Forceflow on Wed Sep 7th 2005 at 11:12pm
Forceflow
2420 posts
Posted 2005-09-07 11:12pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Here's a new shot of the part I'm doing right now:

User posted image

The lighting isn't right yet, that's because of the left building -
which should transform into a shop once I'm ready with it) is still
roofless.
:: Forceflow.be :: Nuclear Dawn developer
Re: Melawan Posted by Crono on Wed Sep 7th 2005 at 11:14pm
Crono
6628 posts
Posted 2005-09-07 11:14pm
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
All I can say is don't be afraid to up the brush count a bit. Especially with cylinders. Unless the excuse you'd use is that you don't want to work with more edges.
Blame it on Microsoft, God does.
Re: Melawan Posted by Trapt on Thu Sep 8th 2005 at 7:14am
Trapt
99 posts
Posted 2005-09-08 7:14am
Trapt
member
99 posts 300 snarkmarks Registered: Oct 15th 2004 Location: Melbourne, Australia
It's alright, but it really needs better lighting and a skybox.

And as Crono said, a little roundness would look nice.
I seem to have done toilet on your floor
Re: Melawan Posted by Forceflow on Fri Sep 9th 2005 at 11:12am
Forceflow
2420 posts
Posted 2005-09-09 11:12am
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
K, I'm adding rounded corners right now.
:: Forceflow.be :: Nuclear Dawn developer