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07-05-2008, 09:22 PM #16
Re: My map so far.
Save it in this directory "C:\Program Files\Steam\steamapps\yourname\counter-strike source\cstrike\maps". Obviously replace "yourname" with whatever you steam username is. Then you can test it out by creating your own server with bots or whatever you want.
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07-07-2008, 04:22 PM #17
Re: My map so far.
its a pretty good map, but the sound while running across the 3rd floor is like a beat box, lol, also, that strobe light at the entrance to b is INSANE, it kept messing with my eyes badddd... but, overall, its good! :-)
Integrity First, Service Before Self, Excellence in ALL We Do!
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Instructor of the infamous TGU CS:S Division! Semper Fi
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07-08-2008, 09:07 PM #18
Re: My map so far.
I changed the top floor to a different material and therefore a different sound.
The light is supposed to be insane.. setting the mood. If I need to mess with it, I can. But I'm leaving it for now.
The bombsites are both generally done now. Just adding some more props into other areas.
I'll post a link to version 66 a little later. If anyone cares"Sympathy means a lot, coming from Kulmar. I didn't think it was possible.
Good luck getting rid of your disease. If you're infected, though, stay away--I can't afford to be a zombie right now.
" Ednos

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07-08-2008, 10:16 PM #19
Re: My map so far.
"Sympathy means a lot, coming from Kulmar. I didn't think it was possible.
Good luck getting rid of your disease. If you're infected, though, stay away--I can't afford to be a zombie right now.
" Ednos

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07-08-2008, 10:44 PM #20
Re: My map so far.
Just a few shots. Lots of areas, these are just a few
T spawn (one of them anyway)

Front of building all those wooden pieces over the windows can be broken

Shot of tunnels - needs more detail

Site A

Site B

Elevator (you can see floor one lit up)

Dark area of floor 1

Room

Room

Room

Room
"Sympathy means a lot, coming from Kulmar. I didn't think it was possible.
Good luck getting rid of your disease. If you're infected, though, stay away--I can't afford to be a zombie right now.
" Ednos

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07-09-2008, 03:23 AM #21
Re: My map so far.
NOW UP TO 67!
http://www.tacticalsites.com/~skylark/de_067.bsp
Adding in props.
1)Top floor with bomb site A has more detail. I've framed it in like they were building walls, but haven't put up much dry wall yet. Lots of stacks of lumber, etc...
2)The rope from floor to top floor does work as a ladder, just don't fall off at the top!
3)More details in sewers.
4)Still working on lighting, especially outside. It is still pretty easy for any CTs that spawn up top to run to windows and watch the Ts movements from the spawn. I'm trying to mess with lights and more tree cover to make that harder. Some areas are dark, some more lit. Trying to work out a good balance in this area.
5) Can shoot a hole in the ceiling to drop down into the top bomb site. So now there are more entrances. Ladder at corner, rope ladder, elevator, stairs and the celing drop.
Still to do
a) Middle floor still needs some work. Pretty bare, especially near the stairs
Thoughts:
Make hole in top floor for the colored smoke and tube larger so you can see more from below and see down into below?
Anyother help
Hoping to get some kind of play test in the near future."Sympathy means a lot, coming from Kulmar. I didn't think it was possible.
Good luck getting rid of your disease. If you're infected, though, stay away--I can't afford to be a zombie right now.
" Ednos

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07-09-2008, 07:24 PM #22
Re: My map so far.
I am judgeing from the screenshots you have provided.
1) Make 3D skybox. It's easy to make and there's plenty of tutorials around. Maybe "in the forest" type theme?
2) Add some particle fog to create athmosphere (engrlish?).
3) Detail. It is easy to make box room, add some detail to go with the walls.
4) Texturing: The textures are made to fit (Im pulling off my head as I dont remember the number, I just know the right height somehow) 124 height block wall. It also makes the walls look nice.
5) Dark isn't good thing. I wouldnt want to foce people buy night vision but this is really mappers choice. I just dont like people hiding in the dark. However Im ok with lights that can be switched on and off.
6) Site A and B look weard. Seems like too open space and it's craped with models. These are the rooms that need most care and detail. Remember also that Source doesnt like big areas with lots of stuff in them. It creates lots of FPS loss for people running old computers.
7) As you said tunnels need more care. Also they need to be wider. I'd say 3 lads should be able to run side by side through them. Take a look at sieges and cs_thearctichostagerescuemapwithstairsandelevatora ndgarage tunnels, I think they are very well made.
8) Dont use models just for the sake of using models.
I didnt mean to be mean, I just thought to point out the "mistakes" everyone makes at the start of their mapping 'career'.
Take inspiration of real life structures, visit warehouses take pictures etc re-make them and seek inspiration from them to your map.
Im sure that most people will say that gameplay comes first detail second, I think they go hand to hand because Im just that kind of a guy. Sure it has to play well BUT!|TG| Kebab-Kastike reporting for duty. | Why? Tubes! The internet is tubes!
My TacticalGamer VOIP&Teamplay videos
Minä kaskean, vihan liekillä kylvän veristä ohraa.
"See the world, while it's still there" - Madventures

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07-09-2008, 08:45 PM #23
Re: My map so far.
I've gotta agree with Kebab there. Detail enhances gameplay and can directly affect it. Take forest for example. A great map that would be nothing more than a couple of boxes interconnected if detail was removed.
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07-10-2008, 02:50 AM #24
Re: My map so far.
Planning on it. I was working on it before, but the skybox was making the map not compile. Kept "not being able to find the file" or something so I put it on the back burner.
I can look at that again, but I noticed when I add fog, it shows up inside the warehouse, too. I couldn't figure out a way to keep it out. I also tried rain, but the same thing happened. I may just need to know more.2) Add some particle fog to create athmosphere (engrlish?).
I know. Adding the detail is what is taking forever. I've been adding in lots of little details, spraypaints, cracks, etc... just taking forever on such a large map. And it is taking a while to either FIND what I need or to make what I need myself, since I don't know how to use anything other then what is inside hammer.3) Detail. It is easy to make box room, add some detail to go with the walls.
4) Texturing: The textures are made to fit (Im pulling off my head as I dont remember the number, I just know the right height somehow) 124 height block wall. It also makes the walls look nice.
I know. I don't want it THAT dark except maybe in a few places. I want it darkER, to add some difference. Night vision will help but not be necessary. That is the goal. It is also one of the things that may have to be done last.5) Dark isn't good thing. I wouldnt want to foce people buy night vision but this is really mappers choice. I just dont like people hiding in the dark. However Im ok with lights that can be switched on and off.
I know. The newer shots are looking better. One site is just going to be more open... main open warehouse area. It is designed that way somewhat. I'm adding more, but it is slow work. I suppose that may end up being a problem with the main open room. Not sure quite how to fix that issue. I suppose I could put in some very large walls that break it in half or something, but that would require a rework of the current situation. Perhaps another big box area on opposite way looking down...6) Site A and B look weard. Seems like too open space and it's craped with models. These are the rooms that need most care and detail. Remember also that Source doesnt like big areas with lots of stuff in them. It creates lots of FPS loss for people running old computers.
I suppose the size could be an issue, but it didn't seem quite as realistic. I think it is big enough for 2 in most areas. They are supposed to be dank, steamy and more cramped. We'll have to see. It wouldn't be TOO much work to widen them. Part of the problem is that I have a decent computer. Not awesome, but I don't usually get FPS issues on any of the maps TG uses (like forest and some others), so it is difficult for me to judge.7) As you said tunnels need more care. Also they need to be wider. I'd say 3 lads should be able to run side by side through them. Take a look at sieges and cs_thearctichostagerescuemapwithstairsandelevatora ndgarage tunnels, I think they are very well made.
I'm trying to not do that. I've even been working to create some things using blocks and working them. Models are sometimes easier or the only thing i can do for certain things. I can't make a tree myself right now.8) Dont use models just for the sake of using models.
But I hear ya. I've been making some boxes myself so that I can remove the clothes dryer boxes. They are just out of place.
Don't worry about that, this is actual information I need. This is my first map, so I KNOW there are going to be many of these mistakes. I was actually only making this map to learn on, but it started going decently. I also figured I might as well get some real input.I didnt mean to be mean, I just thought to point out the "mistakes" everyone makes at the start of their mapping 'career'.
I actual will in later maps- I've even bought some arctiteture books. One is even really just photographs of scale models. So I plan on using them for future maps as much as I can. Again, this was just a learn how to do things, so it may not look/feel "right". I very much want it to be as realistic as possible, which is part of the reason that the sewer isn't really wide and other aspects. One of these days, I might even learn to make my own models and the like. But for now.. baby steps.Take inspiration of real life structures, visit warehouses take pictures etc re-make them and seek inspiration from them to your map.
I agree... lol. When I started making the map, I noticed that it was taking a long time just to get the shape done because I was adding in so much detail in each area as I went. So I stopped and began shaping in as much as I could FIRST, then going back and adding details second.Im sure that most people will say that gameplay comes first detail second, I think they go hand to hand because Im just that kind of a guy. Sure it has to play well BUT!
Thanks for the input! Still working on it. Even if this map doesn't end up being TG 'worthy', I hope that future maps end up doing better. That is the point of learning this process."Sympathy means a lot, coming from Kulmar. I didn't think it was possible.
Good luck getting rid of your disease. If you're infected, though, stay away--I can't afford to be a zombie right now.
" Ednos

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07-14-2008, 04:51 PM #25
Re: My map so far.
http://www.tacticalsites.com/~skylark/de_068.bsp
For site A (upstairs site) I added some more stuff. I tried to make it look like they were building some walls. So there are a lot of framworked walls up with some sheet rock. Some tools are around and a few pieces of furniture.
Site A

Site A

Site A

Site B

Site B

Outside

Outside

Problem: view of T spawn from window. The CTs could see them. I may have to remove a light or two or maybe add some more cover. I can also block the window I suppose.
"Sympathy means a lot, coming from Kulmar. I didn't think it was possible.
Good luck getting rid of your disease. If you're infected, though, stay away--I can't afford to be a zombie right now.
" Ednos

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07-14-2008, 04:53 PM #26
Re: My map so far.
Still to go:
3d skybox - that'll be one of the last things I do
Outside still needs some details I think Trees or something.
2nd floor might need some more work. Parts of it are sort of empty, but it will probably be a less used area.
3rd floor may be done. I might need to add some more furniture, but that may be about it. Have to see what everyone thinks."Sympathy means a lot, coming from Kulmar. I didn't think it was possible.
Good luck getting rid of your disease. If you're infected, though, stay away--I can't afford to be a zombie right now.
" Ednos

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07-16-2008, 07:40 PM #27
Re: My map so far.
http://www.tacticalsites.com/~skylark/de_072.bsp
I'm close to being done. I'm just trying to increase FPS. For some reason, when you look at the front of the warehouse from the T spawn, the FPS drops to about 12 on my computer. I've taken out some of the windows, the boards over the windows and some lights. I've gotten it up to 20 or so. Still working. Trying to find a place that gives more information on how to help increase FPS. I just keep getting information for how to help you in game."Sympathy means a lot, coming from Kulmar. I didn't think it was possible.
Good luck getting rid of your disease. If you're infected, though, stay away--I can't afford to be a zombie right now.
" Ednos

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07-18-2008, 01:04 AM #28
Re: My map so far.
i for one love the way the map feels so far. i love the idea of a dark map with plenty of stealthful (<-is that a word?) gameplay.
Things to Improve:
1) add some stairs to increase from the base level to the top floor instead of that pully. i fell numorous times trying to climb up it. this could also be used to fill up space in a rather open area.
2) clean up, or better yet, get rid of the grass area behind the wall alltogether.
3) i noticed the map has random bright vines growing on the wall. the map would feel better if those vines were the same darkness as the map.
4) some spaces still feel a tad bit empty. maybe add some more props? idk. just a thought.
5) bombsite A could benifit from more cover. add some overturned tables or something as cover, and it would fit the maps vibe.
6) some areas are a little too dark. add a dim light or something. if you like it keep it that way. i love the darkness, but it feels a little TOO dark. its your map though, keep it how you want it.
Things i like:
1)the atmosphere is GREAT! its the first map ive played in a while that gives off the vibe that you have something to accomplish. it feels amazing.
2) its got a lot of cover in some areas, and i could see INTENSE firefights going down. this seems like a very fun map to have a shoot out on.
3) there are many entry points. this is a GREAT feature. seems like a pretty tactical map.
Side Thoughts:
1) it would be interesting if you restricted night vision for this map. it would keep the gameplay aimed at stealth and tactics.
2) maybe add some smoke to pipes in the bomb sites if they get shot. sort of like a fire extinguisher getting shot if that helps.
all in all, i love the map so far. though it seems the bad outway the good, its totally the opposite. its got a good feel and i hope we can get it on rotation when your done with it.
PS: sorry for such a long post haha
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07-18-2008, 04:36 AM #29
Re: My map so far.
A set of stairs is in place. In the back corner of the warehouse.
Been working on it. By this, I assume you mean the way I've made it hilly and it doesn't seam together well? This is my first time working with the uh.. <whatever> tool that lets you adjust the points of each block. So getting them to mesh well is tough, but I'm learning. I may just take them all out and leave it flat, but I'd rather it be a bit hilly. Flat just seems boring. Right now I've made it lower and worked on cutting off any edges that prevent you from just walking along. In the dark, it may be hard to see where there is a flat area you can't just walk up. Trying to fix that. If I can't, I'll just remove it all.
Yeah, I can't figure this out. Some of the vines and some of the bushes seem to glow in the dark. I guess I may just have to remove them. Really weird and I can't figure it out.
Yeah, I know. It is kind of empty. I've been trying to fill it in, but I don't want to (as said by someone before) use props just to use props. I want the things to to have some sort of 'sense' to them. So that is slowing things down.
I've added in some framing for walls and some drywall. So it hopefully looks like they are in the process of framing in the area to create seperate rooms, but is incomplete. A few are broken because they are messy or just not good at it. I've added in a table and a pool table (badly made by me)
This is an ongoing process. I keep changing the lighting. I want the exterior grass area to be pretty dark. The bottom floor of warehouse with all the boxs to be pretty dark, but this is debatable. 2nd floor dim because it isn't used as much. Other areas should have a bit more light. But It is taking a while to get the tweaking jsut right.
That is the point. I was trying hard to have a lot of different ways in.
sewers takes you to bathroom inside or to backlot to give access to the doors there.
Several doors (garage, 4 other doors).
Jump up in front and go in through roof
breakable wall at front left of warehouse
breakable ceiling in corner
I suppose you could shoot out the skylights and fall in, but I doubt you would survive.
I also am trying to have some areas be more open for long range (bomb site B is more like this) or a bit more closed (bomb site A is supposed to be like this).
I like it. I'll have to figure out how to do that, because I am clueless in that area. I'll either have to find a place that says how or bug Vulcan (although i'm sure he's answered enough questions for me).
Adding the smoke... not sure how to do that either... I'll look into it. Not sure if that would cause too much lag? There are a LOT of those orange tubes.
Thanks! I'm taking every bit of feedback I can. I want this to be as close to ready as I can when I finally get around to a test run on the server.
Issues right now are optimization (as seen on other post). I'm still only getting about 20 FPS when I look at the warehouse from outside. I removed some of the windows and some other things, but they didn't seem to have much effect. So I'm going through that optimization site that Whistler suggested. I know it is a bigger, open map on the outside. But I want to make sure that it runs well for everyone. I might even have to create some sort of barrier in the B site to cut that large room/area in half. Not sure how to do that and make it look "right" though. What would I use? I thought about creating a mobile home thing to be some sort of command center. Like a construction company would use on site for the boss. Other than that?"Sympathy means a lot, coming from Kulmar. I didn't think it was possible.
Good luck getting rid of your disease. If you're infected, though, stay away--I can't afford to be a zombie right now.
" Ednos

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07-22-2008, 10:24 AM #30
Re: My map so far.
I played the map. So far, I really like it. It's kind of a love/hate thing, to be honest. I'm sure I'm going to have frustrating times on this map, but at the same time, I feel this is going to be one of my favs. However, there are a bunch of flaws I noticed:
-Unmoveable objects. There's some kind of saw that looks like you could walk over, and it could be a real annoyance in game. That was somewhere on the top floor. There was also a forklift kind of thing at the bottom floor. You couldn't jump over it.
-Rocket objects. Some objects kind of shoot me off really fast, and jumping over them will fire me off randomly everywhere, especially near the pully system. Which also should be worked out.
-This is my personal opinion, but I have a feeling that some of the dark spots will become a problem. Nightvision does little to light them up, and I have a feeling that a CT with a silenced gun will be really hard to take out from a place like that. However, I like the darkness a lot. It makes spots not normally worth even considering as cover excellent hiding spots.
Great map otherwise. Can't wait to test it.
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