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Re: deleted - See new thread Posted by onniguru on Mon Jan 24th 2005 at 12:23am
onniguru
43 posts
Posted 2005-01-24 12:23am
onniguru
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43 posts 4 snarkmarks Registered: Jan 13th 2005 Occupation: I double as pavement Location: United States
Initially inspired by the zone "Oasis" in Everquest 1,
this was supposed to be an island fortress in the middle of a vast
dessert. However, given the scale of the map, I had to reduce it down
to just the fortess with the central tower surrounded by a moat, and
the outer curtain wall surrounded by rolling countryside.

The map is still in alpha development...most of the fortess
architecture is in place (although I don't like some of it), but the
surrounding fields are completely empty still.

The screenshots will look pretty empty, since there are few props in as
of yet, and the area outside the fortress does not even have any
geometry yet; however, they do give an idea of the inner most portion
of the map.

Re: deleted - See new thread Posted by Orpheus on Mon Jan 24th 2005 at 1:01am
Orpheus
13860 posts
Posted 2005-01-24 1:01am
Orpheus
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not to be mean, but i have seen more detail in an HL 1 map.. check these out.

http://www.snarkpit.com/maps.php?map=1198

http://www.snarkpit.com/maps.php?map=78

http://www.snarkpit.com/maps.php?map=401

i like what you have going, but it hardly utilizes HL2's potential.

at least i hope this is an HL2 map, then ignore my replies.
Re: deleted - See new thread Posted by Myrk- on Mon Jan 24th 2005 at 1:36am
Myrk-
2299 posts
Posted 2005-01-24 1:36am
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He already said he hasn't done it yet and that its just a guide, geeze Orph you fewlmonger! :biggrin:
Re: deleted - See new thread Posted by Orpheus on Mon Jan 24th 2005 at 1:44am
Orpheus
13860 posts
Posted 2005-01-24 1:44am
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
<DIV class=quote>
<DIV class=quotetitle>? quoting Myrk-</DIV>
<DIV class=quotetext>He already said he hasn't done it yet and that its just a guide, geeze Orph you fewlmonger! :biggrin: </DIV></DIV>

he also stated filling it with props butt muncher. i think architecture should be used more.

keep it up and i am going to tell everyone your mum dresses you funny.
/runs
Re: deleted - See new thread Posted by onniguru on Mon Jan 24th 2005 at 4:09am
onniguru
43 posts
Posted 2005-01-24 4:09am
onniguru
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43 posts 4 snarkmarks Registered: Jan 13th 2005 Occupation: I double as pavement Location: United States
I also said I was not quite happy with some of the architecture,
especially the way all the windows look (I'll be changing most of them
to arrow slits). It also needs slits added on every floor of the
main building, and I havn't done any detail work in the courtyard yet.

Your input is appreciated though; the first link you (Orph) provided is in fact kinda what I'm
angling for, except mine will have more of a frontier fort feel to
it. That why everything is square (square was also easier), and
there is a lot of use of wooden beams and such.

I'm especially hurting for lights. The lights that come in the
sdk just don't cut it for this kind of map. I guess I'll have to
start learning XSI and make some light models of my own (oil lamps
instead of torches, again for more of that frontier fort feel).

I would put the current state of the architecture of just the fort at
around 50%, with props at 2%. The rest of the map outside of the
fort (which is most of the map, in fact), is at 0%, but will never be
as detailed as the fort eventually will be.
Re: deleted - See new thread Posted by Joe-Bob on Mon Jan 24th 2005 at 4:16am
Joe-Bob
180 posts
Posted 2005-01-24 4:16am
Joe-Bob
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180 posts 77 snarkmarks Registered: Dec 3rd 2004
Even though it may be realistic and stuff, square architecture is
boring. That's why most of the buildings in City 17 had the hell
bombed out of them, it makes them interesting to look at.

Kinda off the subject, but I was really hoping for a remake of Canyon Oasis. I can dream, can't I? :wink:
Re: deleted - See new thread Posted by onniguru on Mon Jan 24th 2005 at 4:23am
onniguru
43 posts
Posted 2005-01-24 4:23am
onniguru
member
43 posts 4 snarkmarks Registered: Jan 13th 2005 Occupation: I double as pavement Location: United States
I agree that square is kinda boring. I'm not a very experienced
map maker though (this is my second map, ever), so I was keeping it
simple. Once I finish this version (which is only at 15% so far),
maybe I'll start over from scratch and make a version two, with a more
challenging design . Hey, at least I didn't make a lame "killbox"
:smile:

Ps: Yes, in the one outside picture I know the skybox looks like a
box...this is just temporary until I begin to work on the 3d skybox
with canyons and ridges along the edge, which still won't look great,
but will look better than a box. The 3d skybox will be one of the
last "architecture" aspects of the map I will work on.
Re: deleted - See new thread Posted by Gorbachev on Mon Jan 24th 2005 at 7:04am
Gorbachev
1569 posts
Posted 2005-01-24 7:04am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
Nuts, when I saw "NES" I was thinking oldschool 8-bit colour and hardcore pixellation. :razz:
Re: deleted - See new thread Posted by onniguru on Tue Jan 25th 2005 at 10:02pm
onniguru
43 posts
Posted 2005-01-25 10:02pm
onniguru
member
43 posts 4 snarkmarks Registered: Jan 13th 2005 Occupation: I double as pavement Location: United States
Two new screencaps up, with the new archictecture for the
fortress. I decided to go ahead and spend several hours making
rounded towers after all. I also added a lot of brick-work
cornises and such. The architecture for the fort is still not
finished though...the square doors to the big central tower have got to
go. Also, the interior of the main tower still resembles a box,
so that will also have to be worked on. I plan to get rid of the
moat in the courtyard as well, replacing with potted trees and
such. The water moat will be moved outside the outter wall of the
fortress.

There are no lights yet.

The area around the fortress has not been started yet.

Overall, I would say the fortress is at 70% architecturally, and 0% props.

The rest of the map is at 0% architecture and 0% props.
Re: deleted - See new thread Posted by G.Ballblue on Wed Jan 26th 2005 at 1:58am
G.Ballblue
1511 posts
Posted 2005-01-26 1:58am
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
<DIV class=quote>
<DIV class=quotetitle>? quoting Orpheus</DIV>
<DIV class=quotetext>not to be mean, but i have seen more detail in an HL 1 map.. check these out.

http://www.snarkpit.com/maps.php?map=1198

http://www.snarkpit.com/maps.php?map=78

http://www.snarkpit.com/maps.php?map=401

i like what you have going, but it hardly utilizes HL2's potential.

at least i hope this is an HL2 map, then ignore my replies.

</DIV></DIV>
sj_castle... Dear God, that map had the best critiques ever.
Re: deleted - See new thread Posted by onniguru on Sat Jan 29th 2005 at 12:21am
onniguru
43 posts
Posted 2005-01-29 12:21am
onniguru
member
43 posts 4 snarkmarks Registered: Jan 13th 2005 Occupation: I double as pavement Location: United States
The more I change the architecture, the more I want to change...

Two new screencaps are up! Since the last posting, I have...

1) completely resized the main castle...it was too small before. Since just scaling it

would have stretched doors, windows, and other features that shouldn't be stretched,

I mostly had to drag individual brushes in order to enlarge the castle. It was tecious.

2) Redesigned the layout of the back portion of the fortress (not available for viewing yet).

3) Added more detail work, to castle, the outter towers, and the curtain wall.

4) Added a few real ugly torches. The lighting from them is ok,
but I'm not satisfied by it. As for the torch models themselves,
they're not even models! They are tiny detail brushes.
Eventually I'll be able to get some XSI models imported I hope; they
will look much nicer.

5) Created a moat around the entire fortress, and removed the water
that surrounded the castle itself. Replaced the water with a
courtyard, where I added a couple of trees in planters, and a set of
steps leading up to the castle front door.

6. Started work on the area outside the fortress...just started.

At any rate, there are two new images.

Currently the map is at the following estimated point:

Fortress architecture: 80%

Fortress lighting: 30%

Fortress props: 0%

Outer perimeter architecture: 10%

Outer perimeter lighting: mostly NA, but 0%

Outer perimeter props: 0%
Re: deleted - See new thread Posted by onniguru on Sun Jan 30th 2005 at 8:35pm
onniguru
43 posts
Posted 2005-01-30 8:35pm
onniguru
member
43 posts 4 snarkmarks Registered: Jan 13th 2005 Occupation: I double as pavement Location: United States
A new screencap is up, showing the new layout of the interior of the castle. Note the unfinished lights.
Re: deleted - See new thread Posted by BlisTer on Mon Jan 31st 2005 at 1:03am
BlisTer
801 posts
Posted 2005-01-31 1:03am
BlisTer
member
801 posts 1304 snarkmarks Registered: Jun 10th 2004 Location: Belgium
hiya

where do the orange lights come from in the last pic?
Re: deleted - See new thread Posted by onniguru on Mon Jan 31st 2005 at 6:39pm
onniguru
43 posts
Posted 2005-01-31 6:39pm
onniguru
member
43 posts 4 snarkmarks Registered: Jan 13th 2005 Occupation: I double as pavement Location: United States
They are "coming" from the circular brushes mounted on the
columns, as a placeholder until I get an actual model in the map for
the light to come from. Hence the sentance "Note the unfinished
lights" in my previous post...the orange light is basically coming from
nowhere. This is only temporary, until I get a custom model in.

Edit: I'm not sure I like the mix of blue and orange lights, as
well. I'm getting too many light styles on a face in there now,
plus it doesn't look all that great :/. I might try making the
blue lights red instead, and turn some of the architecture into
func_detail to reduce the lighting issues. Im might also reduce
the max range on the corner lights from 1200 inches to 600, or turning
them into spotlights (the orange column "torches" are already spot
lights).
Re: deleted - See new thread Posted by onniguru on Sun Feb 13th 2005 at 5:11pm
onniguru
43 posts
Posted 2005-02-13 5:11pm
onniguru
member
43 posts 4 snarkmarks Registered: Jan 13th 2005 Occupation: I double as pavement Location: United States
I have made a bspzipped alpha-version of the map available for download at

[link removed]

The architecture at the back of the map isn't done yet, and even a little building is still required in the front of the map and in the castle. However, the architecture is about 85% done now over all, so I though I would provide a download link so people could do a walkthrough of the map as it currently stands.

I changed the name from nes_oasis to dm_oasis, to emphasize that this version of the map is for dm play. I will be adding in the teleport technique for team-based play eventually, and will eventually release the first beta version as tdm_oasis_b1. I will not be converting this map to ctf play, however, as the layout of the map is unsuitable for that kind of game.
Re: deleted - See new thread Posted by Myrk- on Sun Feb 13th 2005 at 9:39pm
Myrk-
2299 posts
Posted 2005-02-13 9:39pm
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Looking alot better, but rather barren around some of the outdoor areas...
Re: deleted - See new thread Posted by onniguru on Mon Feb 21st 2005 at 6:38am
onniguru
43 posts
Posted 2005-02-21 6:38am
onniguru
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43 posts 4 snarkmarks Registered: Jan 13th 2005 Occupation: I double as pavement Location: United States
Last week has been extremily busy, but I did manage to finally put in a little time, and submit an updated version for download.

Its still really in alpha...I have not had the time to get it up to
beta. However, its close to beta, and as close to beta as I may be able
to get it for a week or two, so I'm putting up the current version as
b1 (beta1). I will provide screencaps and a download link to
those who wish to PM me.

In the latest screencaps, you can see where I have added alpha
blending to the countryside outside the fortress, and added details to
the sides. The front is still kinda flat.

Architecture is now about 95% overall, lighting is still at 60%;
I've not had any new inspiration there. Props and over-lays placement
is up to about 30% now.

Here are some dev-log details I posted on VERC:

The old thread is buried about a week back, so I'm putting this update in a new thread.

Over the last week, I've been too busy with real-life problems to put
much time into my map, but I did manage to do the following:

List of additions and fixes for build: nes_oasis_a13 (alpha 13)

1) New metal texture on outside portion of "New Entity Logo" object put in.

2) Replaced the back curtain towers with 22.5 degree rotated versions.

3) Added lights to all four back towers, and put props back in the new versions.

4) Added the few missing arrow slits to the castle rear towers.

5) Added no-clip to entrance to front castle towers. I'm tired of getting stuck there.

6) Added two more spawns points for now, until TDM teleporter system is in.

7) Redid the ground displacement brushes that are misaligned, so that they can be sewn,

and a few more unexposed side faces deleted.

:cool: Alpha blended in the sand textures on the fields and the surrounding hills.

9) Adjusted a few more brushes I just found that were misaligned.

Additions for build: nes_oasis_a14 (alpha 14):

1) As Myrk commented, the outside was boring. Started by adding rolling terrain between building #2

and water-tower, and between building #1 and red shed. Also added fallen logs, rocks and debre.

2) Placed a new broken wall between edge of map and the left back curtain tower, on the x-line.

3) Add arrow slits to decorative func_detail tower on right side of map.

4) Add props and overlays to the fortress courtyard.

5) Worked on a few more bad seams. One is strangely resistant.

*******************************************************

The following additional work is still needed before beta 1 is truly ready (released as dm_oasis_castle_b1):

1) Learn how to do hint brushes to improve Vis. A full vis compile might be nice, someday.

2) Add a fence toward rear on right side. Add a few more details on both side at the back.

3) Put opening into two rear castle towers, like the ones already in place on the two front castle towers.

4) Add roof access openings/ladders to the two front square towers.

5) Finally put back in the tiny underground section beneath the castle, accessed via a pipe in the

water. Ladder access up to first floor of castle.

6) Add props to the interior of the castle.

I've taken down the previous set of screencaps for the time...however,
new ones show the new alpha blending and terrain detail will hopefully
be available late tonight (after midnight, EST).
Re: deleted - See new thread Posted by Myrk- on Mon Feb 21st 2005 at 11:03am
Myrk-
2299 posts
Posted 2005-02-21 11:03am
Myrk-
member
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Your images don't work.
Re: deleted - See new thread Posted by Orpheus on Mon Feb 21st 2005 at 2:06pm
Orpheus
13860 posts
Posted 2005-02-21 2:06pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
<DIV class=quote>
<DIV class=quotetitle>? quoting Myrk-</DIV>
<DIV class=quotetext>Your images don't work. </DIV></DIV>

thats because they are missing completely :/
http://www.vwtools.net/images/
Re: deleted - See new thread Posted by onniguru on Mon Feb 21st 2005 at 5:51pm
onniguru
43 posts
Posted 2005-02-21 5:51pm
onniguru
member
43 posts 4 snarkmarks Registered: Jan 13th 2005 Occupation: I double as pavement Location: United States
I am unable to edit my map details on this site again, for some
reason. When I try to edit it, this site gives the message:
"Error: This is not your map".

This is the second time that editing has not worked on this site. Until
it is fixed, I am taking down all screencaps from vwtools.net and
locking the directory. Sorry.
Re: deleted - See new thread Posted by onniguru on Wed Feb 23rd 2005 at 8:06pm
onniguru
43 posts
Posted 2005-02-23 8:06pm
onniguru
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43 posts 4 snarkmarks Registered: Jan 13th 2005 Occupation: I double as pavement Location: United States
Links to the most current images (the directory protection has been removed):

http://www.vwtools.net/images/nes_oasis_0221050000.jpg
http://www.vwtools.net/images/nes_oasis_0221050001.jpg
http://www.vwtools.net/images/nes_oasis_0221050002.jpg
http://www.vwtools.net/images/nes_oasis_0221050003.jpg

Since the last update on this site, I have...

1) Added openings to the two rear towers in the castle
2) Added roof access via ladders to the two square towers up front.
3) Added a fake "exit tunnel" that appears to lead outside the map itself. The fog isn't working, though.
4) Added a few more props in the courtyard.
5) Did a little more terrain tweaking.
6) Added the underground room below the castle. I made the pipe a little too small, but it can still be accessed via the opening in the floor.
7) Added fence on the rear-right. It doesn't really fit the theme, but there were no wooden fences in the dm gcf pack, and I don't have time to make my own fence model right now. Over quarter break, maybe.
:cool: Few minor details at back on left (new tree with gravestones), added a couple items inside the castle, and screwed around with the "fake" zone entrance some.
9) Set a few more no-draw brushes.

Here is an "early" link to the beta1:

http://www.vwtools.net/downloads/dm_oasis_castle_b1.zip

Only one thing remains for this to fully be beta1: building the interiors of the two brick houses. I have some big projects over the next two days however, so I won't work on that until Saturday.
Re: deleted - See new thread Posted by onniguru on Fri Mar 4th 2005 at 7:54pm
onniguru
43 posts
Posted 2005-03-04 7:54pm
onniguru
member
43 posts 4 snarkmarks Registered: Jan 13th 2005 Occupation: I double as pavement Location: United States
Since my map is deleted, I will have to repost it, along with a new thread.
Meanwhile, here are the latest screenshots:
http://www.vwtools.net/images/nes_oasis_0228050002.jpg

http://www.vwtools.net/images/nes_oasis_0228050003.jpg
http://www.vwtools.net/images/nes_oasis_0228050004.jpg
http://www.vwtools.net/images/nes_oasis_0228050005.jpg
http://www.vwtools.net/images/nes_oasis_0228050006.jpg
http://www.vwtools.net/images/nes_oasis_0228050007.jpg

Note that the last screenshot is kinda ugly. So is the room its in. I'll need to work on that interior some.

Very busy with 2 jobs, aproaching finals, and files becoming corrupt and losing part of their contents.
However, I'll have a zipped bsp of the beta 2 available for download...shortly. I will also be nagging some of the server hosts that are out there, like globalassault.com, to put the beta 2 up for occasional rotation, for testing purposes.