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

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

Posted 18 years ago2006-04-30 11:28:01 UTC Post #177492
The only thing that concerns me with your map is the texture scale looks really iffy...Is it your settings?

Other than that nice canal...Add some boats and if possible green plants on the floor bed.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-05-01 08:47:35 UTC Post #177651
Which parts look oddly scalled?
AJ AJGlorious Overlord
Posted 18 years ago2006-05-01 09:11:35 UTC Post #177654
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-05-01 09:18:25 UTC Post #177655
He's running on awful resolution with no AA last time I checked. Might be it.
Posted 18 years ago2006-05-01 09:18:42 UTC Post #177656
It's not the scalling. This could be one of two issues:
  • My shitty computer not being able to take full detailed shots
  • The fact that its basically a texture on a flat brush
Check the higher detailed shots I posted a few pages back and see if its the same. That, or test the map yourself. :)
AJ AJGlorious Overlord
Posted 18 years ago2006-05-01 09:27:38 UTC Post #177658
Habboi always sees strange things in our maps... I remember he took 4 screenshots of the bottom of this door telling me it was an error in my map :biggrin:

Are any betas of de_venetia available for download?
Posted 17 years ago2006-05-01 21:10:04 UTC Post #177812
Yes, there are. PM me if you want to take a look.

The current beta (no. 6) looks awful though. The whole canal section is incredibly rough. I only compiled it to test the layout, so don't expect brilliance. I'm working on a new version though.
AJ AJGlorious Overlord
Posted 17 years ago2006-05-02 09:08:42 UTC Post #177941
I'll take a gander at the next update if that's ok with you sir.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-05-02 14:14:26 UTC Post #177996
Ant, already got some screenshots for me to work with? also feel free to block of a area in a screenshot where you need a certain prop.
Posted 17 years ago2006-05-04 22:03:31 UTC Post #178466
Well, pepper's working on some props for me at the moment, and I'm slowly trying to detail various areas of this map. Slow, annoying work.
AJ AJGlorious Overlord
Posted 17 years ago2006-05-06 19:29:11 UTC Post #178763
participated in the beta test last night,
the new layout (with the buildings and the street between the spawns) makes the gameplay better.
thats all i can comment on, since its a layout beta and everything else was messed up :P
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2006-05-06 20:13:33 UTC Post #178770
Yeah, I liked the layout, probably because it was bigger. Um....nothing much else I can comment on. But I think that those chairs outside should be pysics props, if you can do that.
Posted 17 years ago2006-05-07 06:15:14 UTC Post #178820
"I'm slowly trying to detail various areas of this map. Slow, annoying work."

That is what makes mapping worth while :P
Posted 17 years ago2006-05-07 06:33:10 UTC Post #178821
If anyone has CS:S, then join the TWHL IRC channel right now to participate in a beta test.
AJ AJGlorious Overlord
Posted 17 years ago2006-05-16 00:29:23 UTC Post #180346
Update time.

The last beta test we had was done with a Fast VIS/RAD compile. I'm praying that this was the sole cause of the lag that a lot of the testers seemed to get. Although we were playing on an American server, I think that the lag was far too high (I was getting 6fps at the CT spawn, definately not good).

I'm running a full compile right now and will be testing it later to determine just what is going on. I made some optimisation enhancements to the map and added a bunch of nodraw brushes to block of unseen space to counter-act the lag. Hopefully it'll run a lot smoother for everyone, with lag only being an issue because of the ping.

If the Lost Coast water is contributing to the lag, it'll have to go. Such is the nature of outdoor maps with no means of effectively optimising the entire thing with hints and occluders and whatnot.

As for the new layout, I'm not too sure on the matter yet because of the lag. While it seemed to delay the time that the CT's and T's reached each, there was still a fair bit of snipering. It seemed a bit more...justified though. The ultimate test of the layout will be getting ten players to play (five on five) so we can see if it truly is balanced.

More (hopefully good) news soon.
AJ AJGlorious Overlord
Posted 17 years ago2006-05-16 01:39:23 UTC Post #180350
unleash 20 bots onto the map and leave for a few hours, and check the scores to see if the map is balanced :D
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2006-06-05 09:15:15 UTC Post #183868
Anyone still care about this map? Yes/no?

If you do, all I can say is that it's still being worked on (and to a greater capacity when my MacBook arrives). I'm not going to give away details, but I will adopt one of Nintendo's policies.

"Change is Good."
AJ AJGlorious Overlord
Posted 17 years ago2006-06-05 10:27:14 UTC Post #183891
Yes!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 17 years ago2006-06-05 12:33:43 UTC Post #183915
Change is good?...Revoltion / Wii...
Show us screens sometime ;)
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-06-05 20:57:25 UTC Post #183981
No, I'm gonna play this out, Nintendo style. You're only gonna see it when the next beta rolls around. ;)
AJ AJGlorious Overlord
Posted 17 years ago2006-06-06 12:31:43 UTC Post #184047
No point canning it now. You got so much done and it seems like you have alot of people behind your back.

Finish it fool!
Posted 17 years ago2006-06-06 13:49:02 UTC Post #184059
This might be a bit late, although if you'll need any refference pics, PM me, Ant.
My cousin visited Venice last week and I have loads of photos of the streets/squares, etc. :)
Daubster DaubsterVault Dweller
Posted 17 years ago2006-07-02 08:42:50 UTC Post #187950
Update time.

de_venetia, as you know it, is dead. Layout issues combined with mapping issues prevented me from wanting to actually finish the stupid thing. As such, the source code for it is currently in the capable hands of TheGrimReafer and he is currently making some strong efforts in finishing that version off.

However. From the ashes of de_venetia_v1 arose a new map: de_venetia_v2. As of yesterday, this version is also dead: a poor beta test brought upon by a very crappy layout forced an early death.

However! From the now regugitated ashes of V1 and V2 arrises a new map: de_venetia_v3! I have read a few design articles (mostly from Dave Johnston's excellent site, the creator of Dust, Dust 2 and Sienna) as well as sketched out various areas which'll hopefully ensure that this time the layout works. I'm attempting to implement a "figure 8" layout, similar to Dust and Dust 2 as well as multi-tiered gameplay (i.e. multiple levels).

Thanks to Daubster's excellent reference material, I'm creating something that more closely resembles Venice. Time will tell if the layout works, but in the meantime, you might want to check out this early, undetailed screenshot. I'm holding back on the detail until I run a successful layout test, which'll be soon I hope.
AJ AJGlorious Overlord
Posted 17 years ago2006-07-08 23:57:22 UTC Post #189370
Bump.

Here's a couple of in-game shots. Excuse the lack of detail.

T-Spawn - T's spawn just infront of that door. The tunnel is inaccesible.
View from the little bridge - Excuse the texturing on the rails, I have to edit the texture.
No comment.
AJ AJGlorious Overlord
Posted 17 years ago2006-07-09 00:11:40 UTC Post #189372
It looks more like Venice now, good job.
Posted 17 years ago2006-07-09 00:11:59 UTC Post #189373
No comment :O!!
hmmz...T spawn looks really cramped :P but who cares? whooo!
Um, add a door from the house onto that balcony..how do the people living in the house get there? flying?
fix the goddamn rail texture.. it should be pretty easy with alt-right.
This map has such a warm bubly look... put in chimneys!!!
Think about railing up some of the stairs maybe..
Feeling a little bit squished atm.. I think some form of 3d skybox/ building facades would give it a bigger feel.. besides that... get some interesting things on the sides, vendors, fish'n'chips :P get some detail in there and maybe a garden or two... with pretteh fences curving around it :o
Posted 17 years ago2006-07-09 00:20:08 UTC Post #189375
Meh about the T spawn. Those dirty terrorists deserve nothing but cramped spawn points!
Erm, I think that giant window is supposed to be a door.
Chimneys will come later. I'm using my layout method (getting something basic done, detail later).
I have to edit the rail texture as I said.
3D skybox comes later.
Details come later.
AJ AJGlorious Overlord
Posted 17 years ago2006-07-09 12:24:12 UTC Post #189421
Well. Looks nice!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 17 years ago2006-07-09 13:24:06 UTC Post #189426
Lookin' good.

Nice to hear, that the pics helped, btw. :)
Daubster DaubsterVault Dweller
Posted 17 years ago2006-07-09 13:26:35 UTC Post #189427
Getting along nicely there mate!
Posted 17 years ago2006-07-10 03:03:28 UTC Post #189464
http://img.photoamp.com/i/vKW9mL.jpg - One of T routes to the choke point

http://img.photoamp.com/i/MNHJ4yW.jpg - The second route that the T's can take.
AJ AJGlorious Overlord
Posted 17 years ago2006-07-17 05:54:39 UTC Post #190455
Bump.

http://img.photoamp.com/i/c85hyo4.jpg - Site A, undetailed.
AJ AJGlorious Overlord
Posted 17 years ago2006-07-17 06:18:08 UTC Post #190456
Horses! With giant... :o
Slowly coming together I see...Still I don't quite see what was wrong with your older map...Looked superb.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-07-17 06:20:23 UTC Post #190458
V1 - Sucky layout, making it a lot harder to give the illusion that there was a large world. Far too much open space, which led to lag and inability to optimise.

V2 - Sucky layout.

V3 - Hopefully the last one. ;)
AJ AJGlorious Overlord
Posted 17 years ago2006-07-17 06:21:41 UTC Post #190459
Why dont you work out the layout first and get a few clans to do a few rounds on it?
Posted 17 years ago2006-07-17 06:26:27 UTC Post #190460
That's exactly what I'm doing. That's why all these screenshots are undetailed.

EDIT

http://img.photoamp.com/i/pwP0zS.jpg - On the road to B/CT Spawn.
AJ AJGlorious Overlord
Posted 17 years ago2006-07-17 13:10:08 UTC Post #190506
Mmm, random tunnel :).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 17 years ago2006-07-17 14:53:31 UTC Post #190532
with the T-junction in that last pic, split the brushes into a V shape so that the textures dont just suddenly change direction..
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-07-17 16:25:02 UTC Post #190553
The round shape up the tunnel doesnt quite fit in i think, might just be a personal thing though :) .
Posted 17 years ago2006-07-18 05:20:28 UTC Post #190620
pepper: Agreed. Will change.

The Hunter: That'll come later, when I get a successful layout test.
AJ AJGlorious Overlord
Posted 17 years ago2006-07-18 06:42:42 UTC Post #190625
Yeh, integrate the tunnel into the architecture as DOD loves to do.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-07-18 08:21:05 UTC Post #190629
Will do.

Well, the layout's done and I just had a match with some bots, which proved to be promising. Here's hopin' it works with real players.
AJ AJGlorious Overlord
Posted 17 years ago2006-07-18 16:03:44 UTC Post #190673
Keep us posted for a playtest?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 17 years ago2006-07-18 17:46:04 UTC Post #190699
Cheerio!
Posted 17 years ago2006-07-19 04:20:40 UTC Post #190757
Playtest is probably happenin' now. :P
AJ AJGlorious Overlord
Posted 17 years ago2006-07-19 13:49:21 UTC Post #190832
A pox on thee, non-working chaps.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 17 years ago2006-07-19 20:59:33 UTC Post #190878
We had a playtest last night and it was a huge success. For the most part, it was two on two (Strider and myself = CT, Rabid and Penguinboy = T). I'm now just detailing the map up, so hopefully the first RC will be avaliable soon.
AJ AJGlorious Overlord
Posted 17 years ago2006-07-20 14:18:29 UTC Post #191022
I think more than four players might give a better indication? :D
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 17 years ago2006-07-20 14:36:20 UTC Post #191026
If there is another playtest, and no objection, I'd gladly test it. :)
Posted 17 years ago2006-07-20 15:01:47 UTC Post #191027
I totally want to test this baby.
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