The Official Interlopers "Map Pimpage Thread"

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Re: The Official Interlopers "Map Pimpage Thread"

Postby Shirik on Sun Jun 17, 2012 9:23 pm

Sathor wrote:Well, Vivi was creating a map and I was creating a map (I did an office remake). At the same time, I modelled a lot of props (especially outdoor ac units and stuff), but I went on after Vivi had quite quit working on his map for other projects.
I got tired of CSS and basically stopped working on the project for quite some time, picked it up in late 2011 (?), dropped it again and when I heard of CS:GO I started working on de_investment, since I was again motivated to work with Source.

The result you can see.

@Black_Stormy:

I considered your C&C - better?
By the way guys, Stormy did a totally awesome egg chair for me, it is in this screen, too.
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Another screen, I like that wall quite a lot:
Image



Going to buy CS:GO just because of this map.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Gary on Sun Jun 17, 2012 10:09 pm

You should make that floor's reflection realtime(func_reflective_glass). Unless you got water somewhere.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Black_Stormy on Sun Jun 17, 2012 10:34 pm

I like the black wall, that is sexy. Also I definitely prefer the orange wall to the white. Much more vibrant.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby MaK on Mon Jun 18, 2012 6:08 am

Looks fantastic as always Sathor. I'm pretty sure there's no water in the map so the func_reflective_glass might be a great idea. It shouldn't cause any performance issues right?
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Gary on Mon Jun 18, 2012 6:26 am

MaK wrote:It shouldn't cause any performance issues right?


It shouldn't be any more expensive than water.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby HoliestCows on Tue Jun 19, 2012 1:38 am

So I tried making a new area, does it look any good?

Image
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Armageddon on Tue Jun 19, 2012 2:37 am

Lots of tiling on the ceiling and hard edges between the rock models and displacements. Displacements are very square still, like you made them and just clicked subdivide, mess with them more. The buildings could use some rotation somewhere as they are very blocky, also how do you get into this cave? It just looks like a hollow area underground.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby nub on Tue Jun 19, 2012 2:38 am

The cave just seems really bland and square; like you did some basic subdivisions then slapped stalagmite and stalactite props in random spots.

EDIT: Ninja'd by Armageddon.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby HoliestCows on Tue Jun 19, 2012 2:44 am

Yeah sorry I forgot to mention it is wip, The cave is literally just subdivided right now, It was my first try ever subdivided so I wasnt messing with it yet. Im going to be adding some more noise to the walls and stuff.

The actually cavern was a mine, that was taken over by Antlions then resistance members began to build some infra-structure in side to hold them back a bit.

I was more so just posting for the general look and if it looked believable.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby joe_rogers_11155 on Tue Jun 19, 2012 2:46 am

i think it looks good for your first foray into making caves, i honestly have not really done caves before so i don't know much about providing CC for the cave itself.

i think your lighting is off, though. the spotlights are way too long and the light_spots look too wide compared to the prop you used. maybe you could set up some spotlight props to be mounted on a thin brush-based pole insteaed of using the yellow construction light prop.

look at those antlion props of the glowing egg sacks, spiderweb-covered rocks, antlion mounds, and find cool places to put them in the cave.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby shadowmancer471 on Tue Jun 19, 2012 11:54 am

Although the execution of the caves could use a little tweaking, I'd like to say it was a great idea to include them as a break of scenery
A lot of your mod is dark building interior, and changing the environment up in this way will act as a refreshing change and interest the player

However, you might want to simply add more stuff as joe said. Adding antlion props, submerging large rocks into the displacements and adding wooden/metal support trusses to the cave might also look nice. Heck with a large area with a ceiling that high, you could do some nice detail with cables and wires
God I love cables and wires
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Sathor on Tue Jun 19, 2012 6:04 pm

I am progressing on the first visual overhaul of the map. This is the room on the right route, leading to the small offices which are between T-Spawn and bombsite A (the server room).
The visible offices are eye candy, you can not enter them. The terrorists continue through the corridor on the left, though, and then through the office directly next to the eye candy one.
At the windows you can look down to a roof with ac units and the flags - more detail will be added tomorrow and then I will show more.
Also, I am trying to give each room at least some distinctive feeling, so I went a different approach on the floor in this one, and made it have a small elevation with a metal trim. Again, that was in Mirror's Edge too, like the basic design of the ceiling, which is a variant of the T-Spawns ceiling.
The hanging lamps will be bigger, but of the set I had compiled this one is the biggest available and I couldn't be bothered to correct that for now: :wink:
The window is again the same size as in T-Spawn and the big gallery, to make things fairly logical - although I doubt many players will notice. But hopefully some here are fans of such "detail".

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Re: The Official Interlopers "Map Pimpage Thread"

Postby Black_Stormy on Tue Jun 19, 2012 7:31 pm

Very nice. Do you think you could line up the concrete texture with the top of the doorframes? In slab construction they plan out those things so they don't have to cut reinforced concrete. The wall doesn't have to line up with the floor because the wall goes past that into the footings and stuff. This is obviously a ridiculously nitpicky thing, but I'm one of the people who is a fan od such detail. I love that skybox too, goddamn.

Also, @holiestcows, mines don't have stalactites. Unless a) they are hundreds of years old and no one has worked there for hundreds of years or b) the mining operation has broken through into a cave, and then they rarely use it for infrastructure as it is considered heritage. If you want it to read as a mine you need to put in supports for the roof, cables and pipes for air/water, ventilation shafts, support pillars and any other crap that would make a hole deep in the ground liveable for human life. For instance in most mines (all of the mines in AU) they use gigantic bolts to bolt renforcing mesh to the roof and then concrete all the walls and roof ("backs") with massive concrete sprayers.

Does Hammer have proportional falloff editing for vertex manipulation? That would help monumentally with using displacements methinks.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby HoliestCows on Tue Jun 19, 2012 8:01 pm

Image

I know you guys dont like me posting tiny updates but Im really trying to get this look down, and Im changing it to more of an Antlion cave that some Resistance members built infra-structure in to kind of keep the Antlions in check.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby jangalomph on Tue Jun 19, 2012 8:27 pm

To me the water kills the scene, I don't know why.
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Has anyone really been far even as decided to use even go want to do look more like?
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