New map,de_Dam with screen: Some idea&#3 Created 18 years ago2006-01-23 19:54:26 UTC by Xyos212 Xyos212

Created 18 years ago2006-01-23 19:54:26 UTC by Xyos212 Xyos212

Posted 18 years ago2006-01-23 19:54:26 UTC Post #159282
I have started a new map called de_dam. Obviously its a dam, interior, and top level. It will contain pumps, machine sounds, cool stuff. I started with a main hallway. Its not complete, and texured in a slipshod way to illustrate its shapes. I was thinking about adding metal mini-catwalks along the sides. I need cover for the middle. Does anyone have any suggestions?

Screenie: http://img21.imageshack.us/img21/6024/scr9xs.jpg
Posted 18 years ago2006-01-23 20:04:49 UTC Post #159283
It looks nice so far, but you might want to reduce the number of lamps. It's unrealistic to have so many of them so close to each other.
Posted 18 years ago2006-01-23 20:19:36 UTC Post #159287
Ya I noticed that once I compiled the map and was walking around. :)
Posted 18 years ago2006-01-23 21:55:37 UTC Post #159296
looks good fancy working on some maps together?
Posted 18 years ago2006-01-24 19:21:51 UTC Post #159404
If its a dam, its probably a hydroelecric plant.
Why not stick some generators in there? That should make for some interesting gameplay.
Imagine "Call Of Dudy" If you have ever played that game, the level where you're actually inside the dam. Im not saying copy it exactly, but draw some inspiration.
Hope it helps
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-24 19:27:03 UTC Post #159406
Imagine "Call Of Dudy" If you have ever played that game
I've never played "Call of Dudy", but I usually ignore my Dudy when he calls. :)
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 18 years ago2006-01-24 19:46:57 UTC Post #159409
DUTY
sorry
didnt proofread
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-24 20:26:46 UTC Post #159415
Hey, no need to apologyze.
User posted image
@Xyos212: remember that big maps with detail will result in long compile times ;)
Posted 18 years ago2006-01-24 20:29:37 UTC Post #159417
I know. Ive taken proper steps to reducing compile time. Here is an update of my tunnel pic. Still not finished, but around 40%

http://img227.imageshack.us/img227/3940/untitled5he.jpg
Posted 18 years ago2006-01-24 23:31:34 UTC Post #159430
looks blocky for source.
Posted 18 years ago2006-01-25 00:11:36 UTC Post #159433
Here's some points from that screenie:
  • That overlay under the barrels is far to stretched, it looks silly.
  • The stain overlay you've used on the wall has a flat bottom. Move it down so it meets the bottom of the wall (so it won't end aruptly)
  • Don't use dustmotes in that situation. Dustmotes usually can be seen when there's a distinct break between what's lit and what isn't. If you want, turn the light into a solid beam and shape the dustmotes to fit the beam. You'll get more interesting lighting that way because the whole structure won't be lit.
  • What's the theme of this room? Try adding some painted line decals on each side of the floor. You need something to break up the boringness of the floor.
AJ AJGlorious Overlord
Posted 18 years ago2006-01-25 00:15:02 UTC Post #159434
And the same thing that happened with the lamps, well I think it applies to the arches too. Try compiling it with half the number of arches and see what happens. Detail is good, but more so when it serves a purpose and is not random :)
Posted 18 years ago2006-01-25 13:17:30 UTC Post #159496
Ok, sounds like a good idea. :) Ill get rid of the extra supports, fix the dustnodes, and add more of a theme to the floor, plus some other stuff. Ill have to wait a little bit to finish it. I have 3 classes today, so Ill have to get to it tonight. I hope you will check back to this post for more support and helpful hints. :)
Posted 18 years ago2006-01-25 23:53:42 UTC Post #159606
There's already a de_dam - Might want to change the name. Doesn't look like the inside of a dam to me, either (yes I have been inside of one) - Most of the corridors aren't fancy, have a fancy vent and pipe system, and aren't too big. For gameplay this can be adjusted but stick to something more angular and even square perhaps.

some ideas for dam tunnels and such are here too.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-01-26 00:24:33 UTC Post #159607
LOL thats exactly what i was talking about.. theres a generator in one of those screenshots. :-P
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-01-26 02:31:02 UTC Post #159614
dont dam corridors bend in a ) like way?

That first picture looks familiar RabidMonkey! Black Mesa: Source anyone? Oh wait it's been renamed hasn't it? :P
Strider StriderTuned to a dead channel.
Posted 18 years ago2006-01-26 05:13:51 UTC Post #159622
User posted image
omgreferencepic
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-01-26 08:40:42 UTC Post #159631
Looks ok, but I agree with Ant, get rid of some of those arches, why would a building need so many? I would say use 1/3 as many arches. Also, whats this room for? Why is there a big open space, people usualy only build big rooms if somthing big is going into it.

Dont stretch decals!

The lighting is ok but as Ant said again, try to adjust the dust so that its not everywhere.
Posted 18 years ago2006-01-26 09:20:49 UTC Post #159636
If I were making this, I would make most of the setting outside, like the pic seventh posted. I think it'd be easier. Like have the cts and ts start at opposite sides, and the bombsite is like a turbine room in the middle of the dam. (inside) Or have the cts spawn in some brush near the other side of the dam, give the ts a head start. So much you could do with this idea. Get creative!

I bet this has already been done though..maybe
Posted 18 years ago2006-01-26 11:45:11 UTC Post #159660
I have taken off some of the extra supports in the tunnel, and added a hydrolic door that opens in a set of three, which also triggers each light in the tunnel to turn on in intervals of one second.
BTW, that decal you think is stretched is not. Its the original size. Just an odd looking decal.
I will add the dust, but not as haphazardly as I did previously. It wont be in the tunnel, but somewhere else in the map where it would make more sense.
Posted 18 years ago2006-01-26 11:56:17 UTC Post #159661
give us some more screenies when your done with that. :)
Strider StriderTuned to a dead channel.
Posted 18 years ago2006-01-26 12:34:15 UTC Post #159666
I made some changes influenced by the helpful members ( :) ) and added more props. The lift vehicle if you look at it is miscolored I guess due to improper lighting. Does anyone know a way to fix this without brightening my lights?

Also, I added an effect where the main door opens, it triggers each light to turn on in one second intervals with a light sound turned on with it. Looks and sounds cool with the door opening, then all the lights turning on one by one.

http://img53.imageshack.us/img53/4989/one12wm.jpg

http://img520.imageshack.us/img520/606/two21id.jpg
Posted 18 years ago2006-01-26 12:41:32 UTC Post #159667
Its looking better everty time. Try moving the lift vehicle around in the room to see if lighting improves. Vertex-lighting has those problems...
Posted 18 years ago2006-01-26 12:41:44 UTC Post #159668
definately looking nicer thought the rail props dont suit that location or theme.
Strider StriderTuned to a dead channel.
Posted 18 years ago2006-01-26 13:05:40 UTC Post #159672
Well , to change it from the other guys , you could make it based on the top of the dam? or just do it it and name it de_dam2beta or something? :
Instant Mix Instant MixTitle commitment issues
Posted 18 years ago2006-01-26 13:11:02 UTC Post #159673
Ill have to work on it more later. I gtg to advanced calc class. :( SOOOOOOOOOOOOO boring :( :( Ill try to think of dirrerent railings I could use.
Posted 18 years ago2006-01-26 13:38:27 UTC Post #159683
way to many lamps. and the map is a bit to bright at the mo. its inside a dam, so wet drippyness? smaller decal. (its not stretched I think, its actually a big decal)

also, make the rom les empty

architecture is good (minus a few arches:P)

g/l
Posted 18 years ago2006-01-27 00:36:28 UTC Post #159764
I have made some of the outside of the map. Here are some screens. Keep in mind its in very early development! Many more details will be added!

http://img101.imageshack.us/img101/7923/dam9py.jpg

http://img101.imageshack.us/img101/926/dam26cw.jpg

Edit: I have learned how to do HDR, and plan to include it in this map :)
Posted 18 years ago2006-01-27 09:25:31 UTC Post #159791
Not bad, not bad at all...
Too many light props however but yes it has improved since the last time so keep updating it and posting and we will gladly give you suggestive tips.

The dam outside is getting there but it needs work so look at reference pictures and Rabid's superb map.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-01-27 10:50:56 UTC Post #159807
dont dam corridors bend in a ) like way?

That first picture looks familiar RabidMonkey! Black Mesa: Source anyone? Oh wait it's been renamed hasn't it? :P
Aye, but it's such a subtle bend because the things are so massive. You can't notice too well. Additionally, you can't go all throughout the dam it seems - There's some stairways and maintenance routes but for the sake of flood protection a lot of it is blocked off and water tight.

Hoover dam ;] - And yeah, renamed :F
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-01-27 11:44:39 UTC Post #159813
First off, thank you for the pictures of the Hoover Dam :). I plan to add all the details to the Dam outside, add the generator room inside, and..........hmmm Ill have to add something else. Got to think..................
Posted 18 years ago2006-01-27 12:00:29 UTC Post #159815
Hoover dam ;] - And yeah, renamed :F
Soooo... its just Black Mesa now?

Judging from the outdoor pics alot of work is needed, dont take this wrongly - i know your working on the shape and all so far and you seem to have hit it quite well. It will be a while in the making so good luck with it!
Strider StriderTuned to a dead channel.
Posted 18 years ago2006-01-27 13:49:04 UTC Post #159887
yeah, renamed :F
Why does the site still say BLACK MESA: SOURCE, then?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-01-28 00:10:55 UTC Post #159979
Ive added some outside elements to the Dam, and added a large generator room inside. Everything is FAR from finished, and some of the textures are there for the fact of clarity between brushs and brush detail.

http://img93.imageshack.us/img93/5011/put0ua.jpg

http://img93.imageshack.us/img93/7734/put27pg.jpg
Posted 18 years ago2006-01-28 06:00:03 UTC Post #160056
Turbines need pipes leading to them from the top, since water follows the Newton laws and will go down no matter how much counter-force :) . You might want to raise the generators to and a walkway above them or so, to create some vertical combat and give the ct's a chance to ambush the T's. Just throwing some idea's around, i can see this already growing a lot.
Posted 18 years ago2006-01-28 07:37:27 UTC Post #160063
Last two screenies wont load for me, but this is looking awesome.

My advice;

Remove 50% of the light ents and models in that coridoor and make all the remaining lights 50% brighter.

Make the outside dam area much much bigger, at the moment it looks like a lego dam. A dam in real life is titanic. The height is alright but make it longer, this will also mean the curve in the dam isnt so 'in your face' as it is now.

This looks like it could be really good, keep going.

EDIT: Pictures loading now, Dam actually looks a good scale, hard to tell with no comparison. :)

The coridoor full of generators wont be much fun with no cover, perhaps put in more objects of juggle the ones around in there so that you cant see from one side of the room to the other, and perhaps a walkway above that goes right through the room?
Posted 18 years ago2006-01-28 19:56:48 UTC Post #160148
Ive added some more to the interior pump area. Wall support architexture, lights, and color to emulate inside a dam. Its still FAAAAAAAAAAAR from completion, but I hope your getting a small idea of what it will finally come out to look like...

http://img475.imageshack.us/img475/5997/yeller6jv.jpg
Posted 18 years ago2006-01-28 20:07:54 UTC Post #160154
You should buildcubemaps so your map looks better on the eyes...

Screen

Not bad but kind of empty and bland...Add decals and some metal arches and platforms around the edges.
How about some control rooms high up that are held by pillars and posts.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-01-28 20:57:26 UTC Post #160160
What I plan to do to this map will be pretty cool :) Keep in mind that the screens are just the body of the map. Details, lights, props, and materials will be added to it. It has a while to go. right now I got to break from map forging for a little to study.
Posted 18 years ago2006-01-28 22:26:02 UTC Post #160172
Ive added HDR to my map. Now, the map has many many many details to be added, props, brushes, decals, etc, but HDR is in and here is what it looks like around the point of the iris focusing....

http://img83.imageshack.us/img83/8884/hdr16xp.jpg

http://img83.imageshack.us/img83/8343/hdr29va.jpg

http://img83.imageshack.us/img83/2212/hdr32ba.jpg

EDIT: HDR fades off into less brightness after iris adjustment, so the map only looks that bright for a second or two. (for those of you who dont know how HDR works)
Posted 18 years ago2006-01-28 22:40:45 UTC Post #160174
Looking nice.

edit; HDR looks a bit fucked up
m0p m0pIllogical.
Posted 18 years ago2006-01-28 22:50:11 UTC Post #160175
HDR is dynamic, so its hard to show in a still picture. Its not messed up, its just hard to see it work in a still picture thats not in-game. Trust me, it looks amazing, and in the final version it will be incredible.
Posted 18 years ago2006-01-29 00:16:01 UTC Post #160180
I like the screenshots, they look promising. Although the hall with the machinery still looks too long a repetitive (even if you're going to change textures) so it might be a good idea to add some walkways over the hall and perpendicular to it, even if they are not accesible in-game. That's what i think.
Posted 18 years ago2006-01-29 06:19:17 UTC Post #160206
Those doors on the left in ~16xp.jpg look weird.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-01-29 08:27:36 UTC Post #160222
Some aspects look sketchy but quite pwn for the most part!

<rowleybob finds he has a creeping desire to map for source>
Posted 18 years ago2006-01-29 15:18:54 UTC Post #160330
Yea, the door texture is screwed up, make sure your not accidnetly using Model textures, they will bend your map over a barrel.

Also: Build Cube Maps for the next set of screen shots, this looks good.

As I said earlier, perhaps a walkway over those large generators would be good, and accessable way to get accross the room fast (yet exposed) is a nice idea.
Posted 18 years ago2006-01-29 18:20:12 UTC Post #160384
The yellow lightnings are a bad idea, take something close to the white in the orange light spectrum.
Posted 18 years ago2006-01-29 18:21:53 UTC Post #160385
The doorway was my error. I forgot to build cubemaps for mat_hdr_enabled 0. LDR version. Both compiled the door looks fine. My next screens will be awhile. I want to add alot of detail so the change seems more noticable than the other screens. I also want to screw around with HDR lighting, cuz its causing some minor glitches with my 3d skybox. Ive also been optimizing for performance so it takes a little longer to work that out. So far on normal vis it goes through in less then a second. Only rad takes long since HDR is on. (Does normal lighting, then HDR.)
Posted 18 years ago2006-01-30 19:03:44 UTC Post #160590
Ok, Ive been busy the past couple days with school, but I managed to add some things to the map. This post is mainly to see the opinion of the lighting Ive chosen for this generator room. It will remain yellow, since that is what it looks like in a room such as that, but I added some red lights by power turbines. Is this a good idea? Does it look good, or no? BTW, much more cover, and detail will be added to this hall.

Also, If I had about 10 func_rotating entities by eachother about 100 units away from eachother, would I see performance problems?

Screenie:
http://img360.imageshack.us/img360/1880/redhall9gm.jpg
Posted 18 years ago2006-01-30 19:31:34 UTC Post #160594
Are you using only point lights?
I think the red light looks too bright the way it is. Try using a light_spot and see what you can get.
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