[cs:s]de_facility

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[cs:s]de_facility

Postby gskellington on Thu Jul 12, 2012 5:03 pm

This is a remake of the classic Goldeneye N64 map. 4 on 4 defuse. This is my first Source map. Buy zones are available to only one or two player starts, the rest of the players must pick up the weapons on floors to keep the game interesting.

I think it would be cool to add more pathways to the bombsites, like a path outside the building through a snowy airfield, but I want to move on to other projects. The map is playable as-is but feel free to tweak it if you want. Nav mesh included in the zip if you'd like to play with bots.

Download here: http://www.mediafire.com/?3qggfvjx4pihyts
If you don't know how to install the map there is an easy to follow readme file included in the zip.

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Download here: http://www.mediafire.com/?3qggfvjx4pihyts
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Re: [cs:s]de_facility

Postby MayheM on Thu Jul 12, 2012 5:32 pm

The first thing I saw is the vent openings in the bathroom being off grid with the texture. Granted it would require some minor construction changes, but things like that will make the difference between your map being good and getting over looked. Simple things like that and lighting are what really give maps a polished look.

Other then that, the lighting is a bit one dimensional. I suggest going to the tutorials on here and taking a look at the lighting one. It is AWESOME!!!
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Re: [cs:s]de_facility

Postby cpl. punishment on Thu Jul 12, 2012 8:11 pm

Also, you might benefit from modeling those gas tanks, or at least using cylinders with more sides.
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Re: [cs:s]de_facility

Postby Epifire on Fri Jul 13, 2012 2:38 am

cpl. punishment wrote:Also, you might benefit from modeling those gas tanks, or at least using cylinders with more sides.


Better yet. Request someone here to model them, if you are a Hammer only kinda modder.
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Re: [cs:s]de_facility

Postby Stormy on Sat Jul 14, 2012 7:32 pm

I'm pretty sure Left 4 Dead (1 or 2) have some very nice silo models that you could probably reskin to suit the colours.
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Re: [cs:s]de_facility

Postby gskellington on Mon Jul 16, 2012 12:23 am

cpl. punishment wrote:Also, you might benefit from modeling those gas tanks, or at least using cylinders with more sides.


I'm actually trying to get into modelling as well as mapping. I spent some time trying to learn the SMDs and UV mapping during the construction of this map, but I got super frustrated with it. If anybody does want to model different chemical tanks it's fine with me. Can't really claim intellectual rights for this map anyway :wink:
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Re: [cs:s]de_facility

Postby kraid on Mon Jul 16, 2012 5:41 am

Not bad for your first map. Now improve it and make it even better.
Look at the Goldeneye: Source version of facility to get some inspiration.

As for the gas tanks, i'd say you should try this:
creat a simple cube brush with the desired dimensions of the tank body,
slice it short above the bottom and somewhat below the top,
open the texture tool, select all visible faces create a displacement and subdivide it.

There you go, tank body.
Now add a base for it using brushes, maybe even with a metaltruss texture or whatever suits.

I've done a quick example for you and attached it to the post.
As you can see there's a lot that can be done without even touching a modelling program.

Now if you use a material with seamless_scale (https://developer.valvesoftware.com/wik ... less_scale), you could even get rid of the texture stretching.

In the end a model could be far more optimized though.
Attachments
gastank.zip
(39.7 KiB) Downloaded 236 times
Goldeneye Source v4.2.3
get it now and play for FREE!!!
http://www.goldeneyesource.net
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