New map Im working on Created 19 years ago2005-08-29 02:20:35 UTC by J3r3my J3r3my

Created 19 years ago2005-08-29 02:20:35 UTC by J3r3my J3r3my

Posted 19 years ago2005-10-04 14:13:22 UTC Post #139340
First build a block that will be the floor,clip it into squares. Now clip a few sqaures on the hedges and delete some of the trinangles you created forming a nice turn. You can delete whole block if you they are not connected to the layout. Sorry for the horrible explanation but maybe you'll understand through this it pic-
User posted image
Posted 19 years ago2005-10-04 14:16:00 UTC Post #139341
That made no sense.
Posted 19 years ago2005-10-04 14:24:07 UTC Post #139343
Er, yes, what about it?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-10-04 14:26:46 UTC Post #139344
Forget it! just look at the screeni and see if you can understand anything! Cut the big square into little trinangles and delete the trinangles till you get to get a nicer layout! :tired:
Posted 19 years ago2005-10-04 14:27:46 UTC Post #139345
Yeah, it's a widely used method of terrain sculpting.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-10-04 14:30:46 UTC Post #139346
Only that I clip the sqaures when I'm creating turns! Look at the picture, not all of the squares are cut! ;)

I can't explain well exept when I'm writing something for school! :nervous: Allways in the first time nobody understands me.
Posted 19 years ago2005-10-04 14:45:22 UTC Post #139347
He means that he doesnt clip all the brushes into triangles, just the ones where the terrain makes a "slope" (better than the term "turns")
It is still a widely used method of creating terrain.
Displacement surfaces make this kind of tedious work obsolete in source. Our Xen entries could have been better with it. But that adds merit to MuzzleFlash for his incredible brushwork!
Posted 19 years ago2005-10-04 18:48:02 UTC Post #139393
I was planning on adding some trees and rocks to make it look a little nicer. And this is only half the map. The CT spaw will be connected with the main tunnel and there will also be a basement in the hostage building that will have a tunnel connecting it to a building in the CT area. I was also thinking of putting in a drain somewere in the grassy area and connecting it with a sewer to the CT spawn.
Posted 19 years ago2005-10-04 20:23:08 UTC Post #139406
Nope my advice to him was to clip the square's hedges so it wont look so squaring and then start with terrain! The part about not clipping all the squares doesn't metter now!
Posted 19 years ago2005-10-04 21:14:39 UTC Post #139411
I dont wanna mess around with it too much. Im trying to keep the rspeeds down.
Posted 19 years ago2005-10-05 20:39:42 UTC Post #139620
After giving it some thought ive decided to keep the hedges square. They are hedges after all right? I want it to look kinda manmade.
Posted 19 years ago2005-11-02 05:32:10 UTC Post #144812
Well its been a month and about time I started working on this project again. Ive finished the most of the tunnel and begun work on the CT spawn.

User posted image
User posted image

Upper tunnel entrance.

User posted image
User posted image

Looking up and down the tunnel. All lighting is texlights.

User posted image
User posted image

The CT spawn and lower tunnel entrance. Its just dirt and walls right now but itll have alot more when Im done with it.
Posted 19 years ago2005-11-02 07:39:48 UTC Post #144815
The tunnel looks very boring, it needs some detail to break up those endless faces. Also, wouldn't such a tunnel take way too much time to travel, thus making the map play slower? There's also no cover in that tunnel so if you're ever caught there, you're fried.

About the spawn area: what sort of area are you planning it to be, theme-wise?
Posted 19 years ago2005-11-02 08:21:54 UTC Post #144818
MuzzleFlash for his incredible brushwork!
Thanks, Kas! :D
Ye like?
Posted 19 years ago2005-11-02 13:21:02 UTC Post #144836
wow.. you are prof. mann..
Posted 19 years ago2005-11-02 13:25:54 UTC Post #144837
The tunnel could use some beter architecture, not just blockyness.
The spawn area somehow reminds me of the canals in HL2. It would be cool, if you would make it like that.. :)
Daubster DaubsterVault Dweller
Posted 19 years ago2005-11-02 13:59:52 UTC Post #144843
That tunnel needs a lot of work, and maybe some natural light, if it fits in with the idea.

The lighting, sky, and texturing of the spawn do look rather reminiscent of good ol' On A Canal.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-11-02 19:35:10 UTC Post #144963
The tunnel doesnt take that long to run down and there will be more than one way to get to the T spawn and the hostages. But I will add some boxes to the tunnel and maybe some pipes hanging from the ceiling.
Posted 19 years ago2005-11-03 00:23:49 UTC Post #144988
Ok tell me if this looks good so far.
User posted image

I added a pipe running along the tunnel (not quite finished with it) and added some sprites for the lighting.

User posted image

User posted image

Theres some boxes I added to the building entrance and I may add some to the tunnel to provide cover.
Posted 19 years ago2005-11-03 04:08:35 UTC Post #144998
A pipe won't make a blocky thing look good.. :
Try adding some curves instead of those blocky corners..
And tbh, I dislike crates in buildings. Change em with furniture.. :
Daubster DaubsterVault Dweller
Posted 19 years ago2005-11-03 05:40:08 UTC Post #145012
Furniture? Its a warehouse not an office...

And tunnels are well um kinda blocky. This is more of a military base theme not a mansion or an office.
Posted 19 years ago2005-11-03 11:27:53 UTC Post #145040
I don't think circular this or circular that is a solution to blocky environments. Sometimes circular stuff just doesn't fit an area. For such tunnes, a trim fits probably better, maybe some pillars sunken into the walls too. Those lamps look very repetetive and make the hall look very long. I still think it is too long as well. What's the added value of running that much longer while it could've been half as long, taking players into combat faster?
The pipe is hardly visible so it doesn't really add much, you may want to place it in a different spot. Some air vents would be nice here too since it's a long underground tunnel.

Those building/box screenshots look simple too, those walls could use some trims and other detail, a light fixture would be nice, and all in all, it doesn't really have a strong sense of place. It feels rather generic with some (over-used) boxes. Perhaps you could think up on a more interesting purpose for that building?
Posted 19 years ago2005-11-03 12:16:40 UTC Post #145046
Capn' P has a point there.
Huge maps aren't popular in CS.. :
Daubster DaubsterVault Dweller
Posted 19 years ago2005-11-03 12:22:34 UTC Post #145049
When you get down to what cs is, it's really only about running around corners and ducking behind objects while shooting. Large, empty spaces makes this nonexistant, which will make a bad map.
Posted 18 years ago2005-11-28 02:43:25 UTC Post #149536
Well its about time I gave you guys some upadates. The map is about 60% done. Ive added 2 more ways to get from the CT to the T spawn. A smaller tunnel and a sewer pipe.

User posted image
User posted image

The stairway from hell.

User posted image

Deep underground tunnel (incomplete)

User posted image
User posted image

Sewer entrance and exit. Do you think the exit is too open to campers?
Posted 18 years ago2005-11-28 03:41:01 UTC Post #149541
Yes. You should always give people a way to sneak around behind campers, if they're all at one place, like that exit.

The stairway is strange. Hard to tell whether I'm looking up or down.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-11-28 05:13:33 UTC Post #149544
Speaking of stairways. I guess those steps are 16 units tall, which is the max height the player can walk on top of.
While doing some research, I've found out that the common rule in real life is that stairsteps have a max height of about 20 cm. In HL units, that would be 8. Meaning that all our 16 unit steps would actually be about 40 cm tall in real life :confused:
If we are mapping ancient temples and stuff it works ok, but it looks wrong when mapping other buildings.
(Also, the width of the step must be more than its height. Unless this is some kind of accesory staircase)
The other screenshots look more or less correct, but it needs more detail.
Posted 18 years ago2005-11-28 06:08:38 UTC Post #149548
16 units just seems to be a good stair size in HL. I could go down to 12 or 8 if they seem too big.
Posted 18 years ago2005-11-28 06:11:42 UTC Post #149549
A more important thing when making staircases is to avoid people falling down rather than stepping down. This is connected with the point you made, Kasperg, that stairs should have a higher width than height.
Anyway, change that texture in the staircase hall. Don't rotate it, applied normal it will give a better impression that the player is actually going down (or up).
The tunnel looks better now. Nice. :)
While the sewer entrance may be placed well to avoid too easy camping, it doesn't really look like it fits there. Right now it's just a tube that suddendly ends in the middle of a grass-field. You could probably add a more believable exit.
Posted 18 years ago2005-11-28 06:40:56 UTC Post #149559
Just so you know Captain P thats not the same tunnel. Im still deciding what to do with the other one.

But ya Ill definetly do something with that pipe coming out there.
Posted 18 years ago2005-11-29 03:41:28 UTC Post #149698
User posted image

How does this look? Need to add anything?

User posted image

That would look really nice with a helo on it...
Posted 18 years ago2005-11-29 04:31:04 UTC Post #149706
I think those pipes add something, but the vent looks oversized (usually you can't crouch through them anyway) and in the long run, that hallway is still somewhat boring because it's the same everywhere. Add some things to break it up, like the vent ending half down the corridor, or an extra pipe coming from the ceiling that meets another pipe somewhere, just a few things to break up the long surfaces.

The heli platform is quite rough and so is the lighting I think, but it's getting more interesting, yeah.
Posted 18 years ago2005-11-29 05:56:43 UTC Post #149710
To draw some inspiration to spruce up your hallway--which already looks quite good--, I would recommend this map by Hugh, which has amazing fine detail work imo.

Helipad looks bland--no lights for night ops?-- and the textures look misaligned, though I don't know that for a fact.

I would recommend a more round design, with custom textures. Perhaps also, with a bit more style, like this one :P Sans tennis court 'course.
Posted 18 years ago2005-11-29 10:30:27 UTC Post #149729
Well if the player will be taking hosties through the tunnel - then it would be a good idea to make it wider. If the player runs, the hosties might get stuck behind a corner or something.
You might also want to remove the duct, perhaps place some electric wires, or more interesting pipes. You could also make the pipes curve.

Check this tutorial out. I learned from it myself. A very easy method.

You could add some curved corners too. Perhaps a duct?
Daubster DaubsterVault Dweller
Posted 18 years ago2005-11-29 23:29:27 UTC Post #149836
Heres a better view of the stairway.
User posted image


And tell me what you think of the improvements to the tunnel.
User posted image
User posted image
Posted 18 years ago2005-11-30 00:35:34 UTC Post #149839
The new improvements look good. I have another suggestion to spruce up the tunnel.

What about adding a door on the side of the tunnel? The door doesn't open and doesn't lead to anywhere, but it'll break up the length of the tunnel nicely. Valve uses this sort of archtecture to break up a large space in many of the official maps.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 18 years ago2005-11-30 00:37:44 UTC Post #149840
By the way, it's inspirational for see someone your age making maps. I am truly impressed.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 18 years ago2005-11-30 12:29:35 UTC Post #149884
Well lots of mappers are round' 13-15, satchmo :)
@ J3r3my: A door would be nice. But the pipes don't look ok.. Check the tutorial i gave ya, it'll show ya, how to make them curve nicely..
And if youmake them curve like that - you MUST make the tunnel wider. Theres no way getting hosties follow ya through it :o
Daubster DaubsterVault Dweller
Posted 18 years ago2005-11-30 13:34:35 UTC Post #149907
Yes Satch, I started when I was 15, mapping seemed hard back then, not so now I think.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2005-12-01 06:39:02 UTC Post #150031
I started mapping when I was 12 so its only been about a year and a half for me.

Anyways...
User posted image

No problems getting a hostage to follow me through the tunnel :D

User posted image

I finally got a helo in! Although the pad is a bit small...but Ive got something planned.
Posted 18 years ago2005-12-01 12:26:09 UTC Post #150055
It's much better now.. :)
You should try running fast, without stoping thru the tunnel and see if the hosties will still follow ya :)
Work more on the outside walls and stuff. Anywho - this map really looks promising..
Keep this up :)
Daubster DaubsterVault Dweller
Posted 18 years ago2005-12-01 14:54:15 UTC Post #150074
Much nicer, but that helipad is ridiculously small.

Texturing is pretty poor on the building, and it needs detail still. Anyway, it's coming together.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-12-01 21:24:12 UTC Post #150120
The hostages have no problems going through the tunnel. They had a little trouble with one of the staircases but widening it seemed to fix it.

Any suggestions for what I should name this map?
Posted 18 years ago2005-12-01 21:48:28 UTC Post #150123
What about cs_liftoff?
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 18 years ago2005-12-01 22:07:55 UTC Post #150126
In some places the terrain looks good, the lightning is to bright to match the sky, the grass almost looks like something you would find on xen, the house is blocky and the structure of it just doesn?t look realistic, neither does the placement of it... And those trees! AH! THE HORROR!

And a huge lack of stuff, noone would run around on the terrain...

But otherwise it?s good!

You are making progress
Posted 18 years ago2005-12-03 05:38:46 UTC Post #150254
Ok Ive added some trees. I know they arent the best looking...maybe a tree making tutorial would help.
User posted image


Ill also throw in some rocks and bushes to make it seem not so open.
Posted 18 years ago2005-12-03 05:58:49 UTC Post #150256
maybe a tree making tutorial would help
You mean something like this?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-12-03 19:29:45 UTC Post #150317
Get some tree models. Easy to use, better effect. There are some free ones around, somewhere (though at the moment I can't remember the sites name).
Posted 18 years ago2005-12-03 21:26:59 UTC Post #150328
Id rather avoid using models. I want to keep this a 1 file download.
Posted 18 years ago2005-12-03 21:55:36 UTC Post #150330
Hrmm Jeremy, your terrain on your very first post would be great for a desert/sand terrain tho, where you would actually see terrain variation to that extent. I think your terrain looks much better now IMHO. This thing is screaming DoD at me for some reason :P

Gameplay wise... Some advice on your hosties, space them apart somewhat so you don't get another one of those "one sided T maps" like cs_militia, cs_assault etc...don't fall into those traps man.

As far as your square treeline...you using that as a map border or building off from it? Maybe suggest a stream or some running water to kill the monotony. It would fit given what I have seen so far.
You must be logged in to post a response.