de_corse *final*

Show off your finished maps, models and other creations. Screen shots are a must!

de_corse *final*

Postby hessi on Wed Apr 05, 2006 8:58 pm

Hey everybody,

I finally did it: de_corse in its final status. This version contains a 150MB bsp file which includes all custom content.
Custom content is made for this level only. If someone wants to use my models or textures he should ask me for my permission!

To help me with this release I could still need some mirrors. If you want to support me, drop me a message (email: badman@gmx.li) with the download url and I will add it to my download list.

Enjoy playing!

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DOWNLOAD HERE
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Postby Rocket_Robinhood on Wed Apr 05, 2006 9:00 pm

looks nice

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Postby Mikey on Wed Apr 05, 2006 9:01 pm

the god of custom content from mapcore has arrived. all hail :-)
i allready downloaded it, liked the beta so im gonna give it a good run through tomorrow
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Postby theangriestbadger on Wed Apr 05, 2006 11:19 pm

In the words of Alan Partridge quoting Shakin' Stevens - 'lovely stuff'.

Good job Hessi, its gorgeous. :)
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Postby InvestmentBanking on Wed Apr 05, 2006 11:22 pm

Mmmm, saw that bad boy on HL2World awhile back but never got around to trying it out. Looks awesome, can't wait to play.
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Postby alexroyce on Thu Apr 06, 2006 12:18 am

Great work. But a whole friggin year seems a bit too much, in my opinion!

I dont think you expect to see this running on servers (as its probably just a portfolio piece), as I dont think any sane admin would put a 150mb map onto his server and expect people to download it.

Oh and I really hope you made sure the bz2 is less than 64mb, or else itll be impossible for the map to be downloaded from the server no matter what, as the maximum size thats allowed to be downloaded is 64mb.. whether BSP or BZ2.
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Postby DarkMortar on Thu Apr 06, 2006 12:28 am

daaamn that ownz
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Postby alexroyce on Thu Apr 06, 2006 1:13 am

OK heres my "detailed" review of the map astetically (as Ive got no idea how it plays). Note that im viewing all of this through CS:S with maximum settings and HDR fully enabled:

Good stuff:

-Great job just putting all the effort in. I dont think ANY custom map for Source has had this kind of effort put into it.

-The layout looks solid (havent played it with people though so not entirely sure how it'd play).

-Graphically its quite nice (but theres some bad stuff aswell).

-Nice overview map, but it couldve been better with some alpha maps giving it some see-through-ness :)

Bad/Needing improvement stuff:

-Theres no map description! Its just blank.. wouldve only taken a few minutes to type up, but I guess you forgot/didnt know.

-Theres no location places under the radar, but you probably didnt know how to do it or just forgot. Im guessing the nav file is just generated without being edited then aswell? From what ive quickly seen the bots play the map strictly OK, as they get stuck in a few places.

-The grass doesnt really fit. It looks more like slime with HDR than grass.. The leaves from vines and the trees dont match its color, either.

-The HDR is way overdone. Things are almost whitend out, and the shifts between dark and bright are too great for an MP map at times.

-Since you can get onto the roofs, it seems as if people would get annoyed when killed by someone camping inside a tree who is barely visible. Turtle Rock also had this problem when creating cs_militia, and to counter it they took collisions off the branches of the trees so the player couldent camp on them.

-The map is awefully loud.. I know this this must partially be caused by the fact that we cannot create custom soundscapes for CS:S (we can only alter existing ones, but it doesnt work always), but some stuff really shouldent be so loud and repetitive. The dog barking and the birds chirping sound like theyre right behind you at all times, and that cat is just so noticable that it gets repetitive REALLY fast. It definetly doesnt help that whether indoors or out, the sounds still play.. It might have been better to not have the sounds play everywhere, and only in certain spots. Continued: After playing the first round, all the sounds disappeared. Its now too quiet, as theres no sounds being played.. none! Did you not use any soundscapes? Also I should mention that if you BSPZIP sounds into the BSP, the sounds wont work for anyone except the host, and thats only if he plays off the computer which is hosting the server.

-The fog used in the map starts way too soon and is too thick for a cloudless day. Granted, it might be 100 degree F weather, but theres really no kind of fog which would happen to be so thick in the map setting. The huge tower in the map just sticks out way too much because of the fog turning it white-ish, while the skybox almost turns entirely white in places.. HDR might be contributing to it, but its still too much fog. Fog should be light.

-The maps FPS seemed rather low, but this is probably because of the gargantuan amounts of models (almost as much as Militia). Im sure there couldve been some further optimization.

-Speaking of optimization, some of the fade distances seem to be set too low. Models would disappear really quickly at short distances frequently, but it was probably done to boost FPS. More FPS is always necessary in a map which has this much stuff in it, so I cant blame you for this as its practical.

-Stairways should have had clip brushes placed over them so that players would "float" up the stairs instead of bounce up and down when acending/decending. Alot of players find it annoying as it effects their aim, and it just makes the map smoother when running around in it.

-Some models acted very wierd. Some would spin wildly, some would disappear when shot and some would roll really awkwardly.

-You have some invisible water in the fountains, but im not sure if you wanted it this way or not (as im sure adding water would make FPS nosedive), but its a bit wierd hearing water when you cant see it. Continued: Just realized the water isnt invisible, but only can be noticed through spectator mode. I dont think its very FPS friendly..

-There are some bushes which the player can completely hide in and still see the path the enemy would travel on. Not sure if you want this kind of cover availible, but alot of people would find it cheap when they get killed by someone they cant see while that person can see them easily.

-Pieces of geometry have lighting errors (pitch black faces).

-Not everything is prop_physics_multiplayer (although this might have been purposely done).

-Inside the church there is a window at the very back of it which actually shows some of the map disappearing from view through the glass (because of visleafs). Thats a major graphical glitch.

-The lighting isnt very nice when indoors. Player models turn pitch black in places and it looks very strange.

-I can already see this is a big gameplay problem:

http://img82.imageshack.us/img82/1899/d ... 0002pf.jpg

The players view height is exactly at that wooden bar, so if shooting straight they only hit the wood, and wont be able to see the enemy well at all (and much less be able to hit them)

-Just noticed that theres actually a 3D skybox tree inside the actual map :L

-Theres also quite a few faces which should have been nodrawed, but arent.

-Theres a hole in a wall which you can crawl through (its behind a bunch of bushes), and you can see out into the void when youre up close as the model doesnt line up with the geometry.

-The player can get caught on alot of the pottery. Those flower pottery models should have been debris so that the player can walk through them, as if the player walks on top of them, he goes flying in the direction he was running..


I know theres more stuff that I missed, but overall its a quality map. I really doubt itll be played much, though. The filesize is just completely impractical for a custom map, but im sure there will still be a few who play. Absolutely no way of getting the map off a server doesnt help, though.

My scoring:

Mapping: 6/10
Modelling: 9/10
Textures: 9/10
Style: 8/10
Gameplay: ?/10

I have to say that this map proves that tons of custom content doesnt really make that great map. Theres tons of mapping problems, both in construction setup (that bar being in the face of a player who wants to shoot someone being the best example) and the techical setup.

I say you should stick to modelling, as the mapping needs alot of improvement. But again, great work. If youre after a job, youll get it most likely.
Last edited by alexroyce on Thu Apr 06, 2006 1:57 am, edited 3 times in total.
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Postby Jman on Thu Apr 06, 2006 1:41 am

I didn't see any of Alexs glitches, even when I tried. VALVE SHOULD KNOW ABOUT THIS MAP. You should be payed for this sucker, it is just freaking AMAZING, you even allowed people to go onto the roofs, and that's hard, you need a good skybox for that.
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Postby alexroyce on Thu Apr 06, 2006 1:50 am

Well I can provide pictures for all the problems I listed, if he wants.
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Postby Generalvivi on Thu Apr 06, 2006 2:43 am

Hey Hey its me buddy hessi! The lord of Modeling! hey hessi its good to see you finally posted here :) once again you have me drooling at the mouth.

btw how everything going?

-vivi

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Postby hessi on Thu Apr 06, 2006 5:05 am

alexroyce wrote:Well I can provide pictures for all the problems I listed, if he wants.


what for? i wont change it anyway. it's done. no more de_corse work ;/ i told you the reason but thanks for all your comments!

viv: stress stress stress! i get up at 5:45am and return maybe 6pm each day while i still have to do stuff for the university. this includes pratice papers or preparing the next day in a general way. thats another reason why i wanted to finish this map. i got less time on such projects.
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Postby JakeParlay on Thu Apr 06, 2006 5:32 am

looks real nice. i love those stone arches
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Postby slayera on Thu Apr 06, 2006 5:36 am

I know this this must partially be caused by the fact that we cannot create custom soundscapes for CS:S


I don't know where you got this info, I have made all my own custom soundscapes for CS:S. In fact that just improved the way they make it work a couple of months ago. Use to be you had to have custom manifest bspzipped into the file. Now you just need the the soundscape file as the same name as your map and it works. like so soundscapes_my_custom_map.txt

There use to be a better article on the subject, but I guess they changed it.

http://developer.valvesoftware.com/wiki/Soundscapes

Plus you can read the 3 part tut on this site. I add some info on how to include in CS:S, but that is all null and void now.
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Postby Generalvivi on Thu Apr 06, 2006 6:31 am

hessi wrote:viv: stress stress stress! i get up at 5:45am and return maybe 6pm each day while i still have to do stuff for the university.


Are you still working on that game with that company? I think ill get i icq so we can chat it up again. Had to format and never got around to re-dling it. Thats why i havn't been on :P
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