[CS:S] - de_venetia (WIP) Created 19 years ago2005-12-08 07:56:18 UTC by AJ AJ

Created 19 years ago2005-12-08 07:56:18 UTC by AJ AJ

Posted 18 years ago2006-03-08 09:22:35 UTC Post #166967
Yay, 100 posts.

/me notes that Habboi didn't notice the offer, considering the offer consisted of testers who can test the map on their own with bots...
AJ AJGlorious Overlord
Posted 18 years ago2006-03-21 08:35:32 UTC Post #170020
Time for me to bork the forums.

Today, I kinda worked on de_venetia a bit (optimisation enhancements), but before I did, I loaded up CS:S and bumped up the graphics settings. Boy does it look purty...
User posted image
I'm also planning to replace the dod_anzio water with the Lost Coast water. A couple of testers had issues with the water, so I'm changing it. The Lost Coast water should look better anyway.
AJ AJGlorious Overlord
Posted 18 years ago2006-03-21 15:13:34 UTC Post #170061
Updates! Finally :P.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-03-21 15:44:09 UTC Post #170064
Maybe you should use the Lost Coast sand :D
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-03-21 17:42:38 UTC Post #170089
Love it ant:)
Posted 18 years ago2006-03-22 07:47:25 UTC Post #170171
Don't see why I should use the Lost Coast sand though, there doesn't seem to be anything wrong (imo) with the Anzio one. I'll test it.

Lost Coast water is officially in by the way. Just have to test it out.
AJ AJGlorious Overlord
Posted 18 years ago2006-03-22 12:14:26 UTC Post #170217
nice.
Posted 18 years ago2006-03-26 01:12:31 UTC Post #170953
User posted image
Fast compile with Lost Coast water. Fixes the sand problem.
AJ AJGlorious Overlord
Posted 18 years ago2006-03-26 02:17:18 UTC Post #170957
Mmmm... so much better. Now get a full compile, so the displacements don't look like shit. :)
Trapt Traptlegend
Posted 18 years ago2006-03-26 04:22:28 UTC Post #170967
The water looks a lot more like water and less like mercury :).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-03-26 05:20:09 UTC Post #170973
Agreed, much better! Perfect for venice.
Posted 18 years ago2006-03-27 00:14:35 UTC Post #171086
Yeah, I agree. The reflectivity is a lot better too (I hadn't even built the cubemaps in that shot!)
AJ AJGlorious Overlord
Posted 18 years ago2006-03-27 03:12:11 UTC Post #171093
I don't think "reflectivity" and "reflexivity" are the same ;).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-03-27 04:56:49 UTC Post #171097
My bad. Spelling a bit poorly today.
AJ AJGlorious Overlord
Posted 18 years ago2006-03-27 05:26:23 UTC Post #171100
Looks great Ant!

And btw, please exucse my pretention, and allow me to
introduce a good friend of mine: Mr. Thumbnail :P
Posted 18 years ago2006-03-27 06:29:21 UTC Post #171105
MY THREAD, MY RULES!

:D
AJ AJGlorious Overlord
Posted 18 years ago2006-03-27 12:14:33 UTC Post #171140
Heh don't you mean ME rules? Meh :P
Come on and finish this biatch...
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-03-27 22:33:48 UTC Post #171229
I need props and materials now. Soon as I can get my hands on some, I can finish this off.
AJ AJGlorious Overlord
Posted 18 years ago2006-03-27 23:56:18 UTC Post #171232
what sorts of props
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-03-28 00:05:12 UTC Post #171234
Props: Gondola(s), beach umbrella, props for the library (tables, chairs, plaques, and some other bits and pieces).

Materials: Textures for the walls inside the library.
AJ AJGlorious Overlord
Posted 18 years ago2006-04-10 03:41:49 UTC Post #173221
Just an update:

I'm currently experimenting with something that will greatly change the layout of de_venetia. The only screenie I have so far is this and if you can make anything out of that, then you deserve to be commended. :P
AJ AJGlorious Overlord
Posted 18 years ago2006-04-10 04:50:07 UTC Post #173225
So your getting rid of the ramp/road part. took my five seconds to find waht it looked like. I hope thats what it is.
Posted 18 years ago2006-04-10 05:17:20 UTC Post #173228
i see a canal? maybe it was always there i haven't played the map. or i am blind :D
Penguinboy PenguinboyHaha, I died again!
Posted 18 years ago2006-04-10 07:56:13 UTC Post #173245
Brushes aren't visible from the inside, people... ;)
@Ant: I assume that's going to be a back-alley?

I think it's time to give some comments on the version I played (well, ran through). It's late, I know, but hey. :)
Well, the map looks great, that's for certain. Nice style, maybe a bit too 90-degreed but not as bad as I expected. I like the architecture and the sunny feeling of the map.

I've got some things about the layout though, and that's those small canals to the right of the library, when seen from the water. They don't seem to furfill a purpose and are essentially dead-ends. Besides that, it looks like a very close-packed yet open layout. Might be a good thing for fast action, might be less for tactical play. Well, I don't play CSS so I'll leave that to others. :)
One thing I had rather seen is the use of canals for actual gameplay (besides fitting well with the Venice theme, they also make interesting situations because water makes noise...). They're much more Venicy than streets (I love that little plaza in front of the library though) and bridges would be nice too. Probably too late to throw it in the actual gameplay but you definitely should put those into the background.

All in all, a small but good-looking map. I hope it turns out well and becomes a fun-to-play map, then you've got it all settled. Keep it up!
Posted 18 years ago2006-04-10 09:07:14 UTC Post #173248
Thanks for the comments, Cap'n. I understand what you mean by the 90-degreeness of the map, but that's because I'm fastidious about neat mapping. It can be my downfall sometimes.

As for the canals: I'm currently experimenting with making those canals a part of the gameplay. By doing this, I'm hoping that it will create a more Venice-y feel. This is an experimentation phase however: I have the original backed-up in case it all goes wrong.

I've decided to remove the sloping road and put all the buildings that were at that level right down to sea-level. The two canels will open up into the "street" which is now water based. As such, I can now add a variety of bridges and whatnot to make it more visually interesting.

The map itself is a fairly tight, balanced, action-packed romp. Tactics come in how fast you can move from one point to another. This is my first CS map, so I'm not really sure if I've done it correctly (I'm hoping it looks sweet anyway). The changes I'm trying may greatly alter the balance, or it may improve it. Not sure yet! Gonna be a while before I can get something that resembles a beta out, it's an absolute mess at the moment.
AJ AJGlorious Overlord
Posted 18 years ago2006-04-10 09:43:37 UTC Post #173250
YEA! i guessed right!! does happy dance
Penguinboy PenguinboyHaha, I died again!
Posted 18 years ago2006-04-11 02:32:29 UTC Post #173422
Yay, let us have a pointless post!!!
Just kidding, good work on completely changing your map Antie!!
Um.. joins in the happy dance
Posted 18 years ago2006-04-15 06:32:31 UTC Post #174427
Have I borked it yet?

Still early days, I guess. I have drawn concepts, and I have a good idea of what I want it to look like in my head, so who knows.
AJ AJGlorious Overlord
Posted 18 years ago2006-04-15 08:30:37 UTC Post #174439
Not bad but make sure to fill those gaps that show the sky ok.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-04-15 13:30:03 UTC Post #174483
I dont think he's that stupid Habboit ;) .

Looks definately interesting there Ant, keep us updated.

Btw, do you still need someone to model, texture, and animate your props? If so then il be happy to help you out if you want.
Posted 18 years ago2006-04-16 05:53:07 UTC Post #174570
i'll do the umbrella prop tomorrow, been working on the portfolio stuff instead (as you've seen ;x)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-04-16 22:07:31 UTC Post #174693
pepper: Heck yes. I need a whole bunch of props for the library.

Rabid: If you're busy with other stuff, then there's no need to make this a priority. Thanks for the book though. :D
AJ AJGlorious Overlord
Posted 18 years ago2006-04-17 04:41:25 UTC Post #174731
Well ant, show meh a pic then. I might be able to help out as a side project.
Posted 18 years ago2006-04-17 20:27:48 UTC Post #174863
I can send you Beta 5 if you wish: do you have CS:S installed?
AJ AJGlorious Overlord
Posted 18 years ago2006-04-18 08:10:27 UTC Post #174932
Yup, send it through!
Posted 18 years ago2006-04-22 09:54:10 UTC Post #176038
Couple more shots, here and here.
AJ AJGlorious Overlord
Posted 18 years ago2006-04-22 10:21:14 UTC Post #176040
It's all looking very good Ant. :)
Posted 18 years ago2006-04-22 10:25:39 UTC Post #176042
OMG LOL SHIT. RUINED.
Nah, looking very good, and awp-friendlier :o
Soon those canal-things will be full of dead-bodies. ;]
Strider StriderTuned to a dead channel.
Posted 18 years ago2006-04-22 11:40:09 UTC Post #176057
Those parking spots are too square, definitely. The buildings and canal in the second shot look good, it's getting a nice canaly feeling. :)
Posted 18 years ago2006-04-22 21:10:49 UTC Post #176161
Parking spaces are generally square, Captain P. :P
I'll curve the edges.
AJ AJGlorious Overlord
Posted 18 years ago2006-04-22 21:30:30 UTC Post #176164
The only thing I find strange is the tunnel under the orange building. If the buildings above it have their own internal structure, the tunnel should have no reason to be curved, it could just be a gallery.
Of course, this observation is strictly architectural. It doesn't affect the map visually or in the gameplay aspect.
Posted 18 years ago2006-04-22 21:51:38 UTC Post #176165
Well, this would be an example of a time where real-world specifications are too boring for a computer-generated world. ;)
A curved tunnel looks a lot better than a square tunnel.

EDIT: Another screenie for you.
AJ AJGlorious Overlord
Posted 18 years ago2006-04-23 15:21:25 UTC Post #176280
It looks quite nice
Posted 18 years ago2006-04-23 15:30:20 UTC Post #176282
I meant, they add to the square feeling of the map. Rounded corners won't do the trick (they probably look out of place as a parking lot itself is indeed usually square) - rotating the parking lot on itself will do, I think. :)
Posted 18 years ago2006-04-23 20:59:03 UTC Post #176327
Aww man, that's gonna be a pain to do now...

We'll see later I guess.

Edit: A compiled shot (fast RAD/VIS). If you want to Beta Test, be on IRC tonight or sometime this week. Or PM me.
AJ AJGlorious Overlord
Posted 18 years ago2006-04-30 01:02:41 UTC Post #177436
Rightio, had a Beta 6 test (thanks Jax, Penguinboy and dewdle for testing) and as a result, I've decided to expand the map further. More news soon.
AJ AJGlorious Overlord
Posted 18 years ago2006-04-30 03:54:30 UTC Post #177442
Looks excellent with that canal! More screenies?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-04-30 04:07:39 UTC Post #177445
Nice!!

Now its feeling like venetia.

On another note, could you help pick me photo's of objects you'd want ingame? I've been looking to the canals of venice through google, but its hard to find exactly what you want.
Posted 18 years ago2006-04-30 04:17:13 UTC Post #177448
Oh, sure.
AJ AJGlorious Overlord
Posted 18 years ago2006-04-30 06:44:50 UTC Post #177463
The water looks much better now ;)
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