fy_theyard

fy_theyard

Re: fy_theyard Posted by Sparky911 on Fri Apr 7th 2006 at 1:41pm
Sparky911
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Posted 2006-04-07 1:41pm
89 posts 109 snarkmarks Registered: Nov 7th 2004 Occupation: Auto mechanic Location: Canada
I know its another small fy map. This is a map I used to play in HLDM 1 and enjoyed so much that I made a CS 1.6 version of it. Now I am porting it to Source and learning as I go with the new mapping goodies. Right now it looks like nothing but Im hoping to make it more realistic looking as I go which is why I posted it here in The SnarkPit. I have always had positive feedback from the people here in how to improve my work. So please state your opinions on how I can make this better as I update more in this thread and my screenshots. One thing Im not happy with yet is the lighting in the one room. I am happy with the sky finally (I used jungle with the recommended sun angles). I also need to do a 3D skybox so it doesn't look like a floating box level in the middle of nowhere.
Re: fy_theyard Posted by G.Ballblue on Fri Apr 7th 2006 at 4:24pm
G.Ballblue
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Posted 2006-04-07 4:24pm
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Well adding a 3D skybox would definitely help :razz: And I would also recommend making the grass terrain into a displacement map, since that would help too.

It also appears to be a fairly open map -- not necessarily a bad thing, but it needs some cover. The only things that there are to hide behind are the walls.

You may also be able to make it more interesting looking by changing the environment light angle, adding a sun entity if you don't already have one, and also consider adding some "junk" (barrels, broken bottles, trash, etc) since these always make things more interesting, at least from what I've seen.
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: fy_theyard Posted by reaper47 on Fri Apr 7th 2006 at 10:34pm
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Posted 2006-04-07 10:34pm
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Well, I've never been a fan of fy maps. At least I don't think it makes sense to spend a lot of time in detailing those as they are purely a, well, "fun" experiment.

I'd say the main problem, visually, is that it still looks like a HL1 map. Flat buildings, no borders/details ect. Prop_statics and a skybox with some buildings in it could help. The CS theme and textures are all about realism but it's hard to get that layout to look "real". Maybe a wartorn building.
Re: fy_theyard Posted by Sparky911 on Sat Apr 8th 2006 at 12:21am
Sparky911
89 posts
Posted 2006-04-08 12:21am
89 posts 109 snarkmarks Registered: Nov 7th 2004 Occupation: Auto mechanic Location: Canada
Great Ideas! I do plan on adding more stuff or "junk" like barrels and things like cars so on and so on. This is just the start (and a lengthy one I might add) I do plan on making displacements with the grassy area as well. as for buildings being flat Im hoping adding some more junk near them will help them look a little less flat. The railing are prop_statics lol :smile: I will get to work right away. What about the lights inside that one building? They look to tacky?
Re: fy_theyard Posted by reaper47 on Sat Apr 8th 2006 at 1:12am
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Posted 2006-04-08 1:12am
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as for buildings being flat Im hoping adding some more junk near them will help them look a little less flat.
Bad idea, IMHO. Junk can add detail but you have to use brush geometry and lighting (!) to make the architecture look any intersting. Try borders, non-rightangled walls, wall columns ect. Add different lighting with shades of yellow(warm) and blue(cold). Get photos of places that look cool and moody and copy bits of architecture.
What about the lights inside that one building? They look to tacky?
I could be mean now and say the inside looks like Wolfenstein 3D... The old Wolfenstein 3D.

sry, but the extreme (floor texture for the ceiling) texture choices make the "flatness" of the walls omnipresent. The layout is completely right-angeled too.

Updating all this to a decent looking Source engine map will be a lot of work and requires to completely overthink the architecture. I think it will be hard to just "add on" what's there.
Re: fy_theyard Posted by Sparky911 on Sat Apr 8th 2006 at 4:19am
Sparky911
89 posts
Posted 2006-04-08 4:19am
89 posts 109 snarkmarks Registered: Nov 7th 2004 Occupation: Auto mechanic Location: Canada
I understand what you are saying. Just playing around and glad you guys are throwing ideas at me. I am not much of an artist yet so flat walls happen alot with me :biggrin: I just added an oak tree model in the middle of it and it looks very cool. Helps provide cover and gives any snipers a bit of a challenge. I agree the floor texture on the ceiling is tacky. Dunno what to do there :smile: Im coming up with ideas as I go and you guys are helping too.
Re: fy_theyard Posted by Mr.INSANE on Sat Apr 8th 2006 at 6:00am
Mr.INSANE
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Posted 2006-04-08 6:00am
156 posts 86 snarkmarks Registered: Jan 29th 2006 Occupation: Student Location: California,USA
Not to bad as a matter of fact i like it except that the lighting could be better><and a 3d skybox would help
Re: fy_theyard Posted by Captain P on Sat Apr 8th 2006 at 8:14am
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Posted 2006-04-08 8:14am
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I agree with the above comments - it's too 90-degreed, lacks detail and interesting lighting.

However, before putting in detail at random, consider the theme of the map. What is this supposed to become? Some sort of castle or such? If you can think up on a nice theme, it'll definitely help you creating your architecture and details more accurately.

As for that floor, it's not the floor alone - the room is awfully cubic, which feels unnatural with the chosen textures. I'd work on that first, then make the floor more interesting. You could use tapestry for that or some other stuff. Adding support pillars could also work well.
Talk about throwing in some architectural logic and breaking up long boring surfaces in the same go. :smile:
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Re: fy_theyard Posted by Sparky911 on Sun Apr 9th 2006 at 12:37am
Sparky911
89 posts
Posted 2006-04-09 12:37am
89 posts 109 snarkmarks Registered: Nov 7th 2004 Occupation: Auto mechanic Location: Canada
A theme huh? That sounds like a good idea. Originally the map was based on nothing. It was just a yard to have caos in for Half-Life Deathmatch that another author created. I as well as my clan liked the map so much that when we moved over to CS we made a CS version. Now we moved over to Source and we want to see it there too.

Don't know just yet as to waht Im going to base a yard like this on. Hmmm...
Most fy_maps don't really have a theme. But now Im brainstorming ideas for a next map :smile:
Re: fy_theyard Posted by Sparky911 on Sat Apr 15th 2006 at 2:14am
Sparky911
89 posts
Posted 2006-04-15 2:14am
89 posts 109 snarkmarks Registered: Nov 7th 2004 Occupation: Auto mechanic Location: Canada
I changed a bit outside, used the skin of the tree that has some leaves on it. Felt it looked a bit better. Used a little displacements to raise the ground a bit around the tree's roots. CHanged that dull looking room a bit. Added some shelves and placed the guns on them. Added some crates and finally got some lights that I got to work well with the scene.
Re: fy_theyard Posted by Orpheus on Sat Apr 15th 2006 at 2:21am
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Posted 2006-04-15 2:21am
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I tend to avoid commenting on CS maps unless I am solicited to do so but... I have noticed that "FY" maps tend to be very simplistic. This map seems to be a bit more than simple.

My compliments for breaking the mold.

Note: If my observations are erroneous.. Oh well, this map looks decent for any map class.

The best things in life, aren't things.
Re: fy_theyard Posted by Juim on Sat Apr 15th 2006 at 4:15am
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Posted 2006-04-15 4:15am
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This looks like an old familiar HL1 map, I wish I could remember the name. A Courtyard with two opposing structures on either side and a bunker in the middle. Anyone remember that map?. There were walkways along the walls, and I believe a second version came out where you could call in an air strike from the central bunker.
Re: fy_theyard Posted by Sparky911 on Sat Apr 15th 2006 at 4:59am
Sparky911
89 posts
Posted 2006-04-15 4:59am
89 posts 109 snarkmarks Registered: Nov 7th 2004 Occupation: Auto mechanic Location: Canada
Yes it would be the_yard for HLDM 1. One of my personal favorites. I liked it so much I made a CS 1.6 version that alot of my friends liked and now that we play Source together I am working on a Source version of it. Hats off to the original creator of the_yard for HLDM!
Re: fy_theyard Posted by reaper47 on Sat Apr 15th 2006 at 11:10am
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Posted 2006-04-15 11:10am
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I must say I'm impressed how you improved the architecture from the original! That's the first fy map that I consider to look very decent, and with little work it could be even prettier.

The cellar now looks very good with the beams on the ceiling and the warmer lighting. The floor and walls are still a bit flat. Try to add one or two textures to them. What irritates me the most is the ladder. I don't really know why. Maybe because it looks too big and wide in proportion. Maybe if you tilt it a bit to seperate it from the (still) right-angled look of the room.

The outside now looks almost like a real place. Still think of a theme! You came this far and made a fy map look unusually good, so try to finish what you started. Some ideas: It looks a bit like a military building now. Maybe a prison, barracks ect. It could also be a weird industrial building like a factory producing handmade goods. Also try to break up that repetitive fence in the corner. It makes the map look more boxy than it is. Maybe a building in the back could help. Could be part of the skybox. This map, btw. absolutely needs a skybox. Try to fit it with the theme.
Re: fy_theyard Posted by Sparky911 on Tue Apr 18th 2006 at 1:27pm
Sparky911
89 posts
Posted 2006-04-18 1:27pm
89 posts 109 snarkmarks Registered: Nov 7th 2004 Occupation: Auto mechanic Location: Canada
Ok I changed not only the ladder looks but the location as well. I moved onto the second floor and lighting is to co-operate with me a little more. Im mainly placing weapons, ammo, and props right now. As for a theme Im thinking something like a military armoury yard. For a background or 3d skybox Im not sure yet what Im going to use but as I build more ideas flow into my head. I plan to add an extension to the lower outside area that is not reachable by players. It will contain mainly detailing like APC's and such to help contribute to my armoury theme.
Re: fy_theyard Posted by Elon Yariv on Fri Apr 21st 2006 at 7:39pm
Elon Yariv
130 posts
Posted 2006-04-21 7:39pm
130 posts 63 snarkmarks Registered: Mar 4th 2006
There is one thing that really annoys me- There is not 3D skybox. The grey bottom doesn't look so good.
Elon Yariv
Re: fy_theyard Posted by Sparky911 on Mon Apr 24th 2006 at 7:40pm
Sparky911
89 posts
Posted 2006-04-24 7:40pm
89 posts 109 snarkmarks Registered: Nov 7th 2004 Occupation: Auto mechanic Location: Canada
As I mentioned before it will be getting a 3D skybox and you might also notice the map is only 30% :smile: Thanks for pointing that out though.
Re: fy_theyard Posted by Sparky911 on Mon May 22nd 2006 at 6:15pm
Sparky911
89 posts
Posted 2006-05-22 6:15pm
89 posts 109 snarkmarks Registered: Nov 7th 2004 Occupation: Auto mechanic Location: Canada
A 3D skybox has been added. Its a little plain but serves the purpose I hope. Seeing as Im not much of an artist and I wasn't happy with the skybox models I just made it in a desert with some hills and I added a river or creek.

I have been playtesting it with my clan and have made some minor changes to it. I returned a ladder in the one room that I removed earlier. I also repaired some of my displacements that were making the textures look a little off in the game.

Just a little more play testing with my clan as I work on making sure the weapon placements are just right. A benifit of the weapon system I have going here is that players are stipped of their weapons at spawn therefore eliminating awp/auto sniper whores. All players spawn with a knife, kevlar, and a degale with 2 clips of ammo.
Re: fy_theyard Posted by ReNo on Mon May 22nd 2006 at 6:29pm
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Posted 2006-05-22 6:29pm
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Seems a bit conflicting that the map is set in a desert yet has a nice lot of grass and a tree in the courtyard - I'd consider reworking either the skybox or the courtyard to look more consistant.
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Re: fy_theyard Posted by Sparky911 on Mon May 22nd 2006 at 6:33pm
Sparky911
89 posts
Posted 2006-05-22 6:33pm
89 posts 109 snarkmarks Registered: Nov 7th 2004 Occupation: Auto mechanic Location: Canada
the 3D skybox has been made but don't think its a wise choice of texturing. Still a work in progress.
Re: fy_theyard Posted by Sparky911 on Mon May 22nd 2006 at 6:37pm
Sparky911
89 posts
Posted 2006-05-22 6:37pm
89 posts 109 snarkmarks Registered: Nov 7th 2004 Occupation: Auto mechanic Location: Canada
Roger that. I am going to redo either the skybox ground texture or the grass inside. Most likely the skybox won't be set in a desert though due to the large oak tree inside the map that I don't want to get rid of. I will most likely make the skybox set in a grassy hilly area instead with the same water passing through :smile:
Re: fy_theyard Posted by reaper47 on Tue May 23rd 2006 at 10:33am
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Posted 2006-05-23 10:33am
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the 3D skybox has been made but don't think its a wise choice of texturing. Still a work in progress.
Just wanted to post that. The yellow/sand texture doesn't fit with the grass inside the yard. Also it's a very basic skybox. It needs more detail because it's an important part of the map's atmosphere.

The wood floor in the third pic looks odd. Either make it thinner or use a different texture for the border.
Re: fy_theyard Posted by Sparky911 on Wed May 24th 2006 at 12:44am
Sparky911
89 posts
Posted 2006-05-24 12:44am
89 posts 109 snarkmarks Registered: Nov 7th 2004 Occupation: Auto mechanic Location: Canada
k will do on the wood floor thing. Any suggestions on what to do with the skybox for more detail? I already made the texture a grass type as well and scaled it down accoringly.
Re: fy_theyard Posted by Sparky911 on Mon May 29th 2006 at 12:29am
Sparky911
89 posts
Posted 2006-05-29 12:29am
89 posts 109 snarkmarks Registered: Nov 7th 2004 Occupation: Auto mechanic Location: Canada
I think its finally done. Some cliffs and some grass have been added to the skybox area. It now looks like the map is set in a valley or canyon with a small creek/river passing through. Enjoy!
Re: fy_theyard Posted by Sparky911 on Tue May 30th 2006 at 2:27am
Sparky911
89 posts
Posted 2006-05-30 2:27am
89 posts 109 snarkmarks Registered: Nov 7th 2004 Occupation: Auto mechanic Location: Canada
Download link fixed. Sorry about that.
Re: fy_theyard Posted by reaper47 on Tue May 30th 2006 at 11:27am
reaper47
2827 posts
Posted 2006-05-30 11:27am
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This is by far the sexiest fy map I've ever seen. I can't comment on gameplay (looks fun for my DM taste) but the looks are very convincing, especially for a remake. You could probably think of a theme earlier for your next map, it's still hard to see what this place actually is. But who cares. You spent a lot of time in polishing this one up and it pays.
Re: fy_theyard Posted by Sparky911 on Tue May 30th 2006 at 12:31pm
Sparky911
89 posts
Posted 2006-05-30 12:31pm
89 posts 109 snarkmarks Registered: Nov 7th 2004 Occupation: Auto mechanic Location: Canada
Aww shucks thanks :D If you ever do play CS Source feel free to join our server. The map is on the rotation.