WIP cs_inlandbeta

Reveal what you have made so far and get feedback on development.

WIP cs_inlandbeta

Postby slayera on Mon Jan 03, 2005 12:03 am

Well this is my newest one I am working on. The CTs are raiding the inland/cay from the sea to rescue the hostages. I almost had to dump it cause the hostages were not following, then I found out how to add the waypoints in game. So now I am at this stage. The map is smallish, but has spots for snipers and cover for those who like to rush. No one team should be able to get a advantage over the other, though the T's should have first chance to get to the hostages. I am still working on the indoor lights and need to place some brushes and trees around to fill it in. And after the fact, I have now figured out how to use the skybox to meet the areas in map, which I may or may not fix at the point because it does add or take away much in the view or gameplay.


Outside the building which hold the T spawn.
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T spawn, I wanted an abandon look, like they took over for their use.
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On top of the T spawn building looking out.
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Looking in on the hostaages. The front doors and the board locking the doors are breakable.
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3rd building, not much there, mostly for cover.
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Here you can see the CT and T the spawns. T's are all the way in the back of the pic.
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CT Spawn area.
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To the left is the path to the T spawn building/ to the right the CT spanw. There are 2 hostage rescue points, one there on the left this side the hole in the rock and over in front of the CT spawn.
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Feedback welcome.
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Postby Blink on Mon Jan 03, 2005 12:46 am

Looks vast and sniper dominated, maybe some more cover? Also that fog looks skecthy.

In one of the pics near the bottom the cliff kinda vanishes, looks odd.

Looks good otherwise, good progress.
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Postby Serever on Mon Jan 03, 2005 12:20 pm

im lovin' the terrian and arches n shit. and i definitely agree with blink about the lack of cover. awps would be so ghey on this map.
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Postby Cr4ig on Mon Jan 03, 2005 1:48 pm

yeh, lack of cover. I do like the arches also. Really nice. Mayb throw in a few trees aswell as cover.
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Postby slayera on Mon Jan 03, 2005 3:33 pm

So far I have lower some of paths in, added more cover, greyed the fog, lowed the visiblity, and added trees and shrubs. I am going to rip out the current skybox and destroy the border hills/cliffs and redo them to match the 3d skybox so it looks more natural.
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Postby holy_cheese on Tue Jan 04, 2005 3:19 am

add some trees and vegetation, it looks baren as it is now.
-teh shit
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Postby 9f1062f623f9 on Tue Jan 04, 2005 6:15 am

The interior shots look rather bland and lack any real source of detail or light. If you're depending just on the environment for light then I'd suggest using windows and skylights in more clear locations. The terrain looks rather pointy and odd looking in places - the pointyness is really brought out with that fog. I'd suggest that you whip out the smooth tool and go other it some to make it look more natural.
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Postby snufflez on Wed Jan 05, 2005 1:39 am

i've never seen mountains so...WHITe before?
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Postby slayera on Wed Jan 05, 2005 5:21 am

You never saw snow on moutains? lol. Well here is an update and I am looking for more feedback. The fog is more evened out and blends better into the map and deceases how far you can see. I have done some smoothing, but by hand as the tool sometime is hard to control on areas I worked for a reason. I think I have the lighting for the t spawn worked out. I buste my ass off on trying make a really nice 3d sky box, but when I tried to resize the displacement it never scaled on the z axis very will and stuck outside. So my cliffs are kinda stuck looking flaky when seeing them from higher up. I think I have final trick to try and save them. I should be about ready to release a beta map for test play, so I will update with some more screenies then.


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Postby snufflez on Thu Jan 06, 2005 1:12 am

holy shit, that cleaned up nice, but the buildings look kinda boxylooking now
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Postby JakeParlay on Thu Jan 06, 2005 1:16 am

looking even better with the update... i really like the skylights a lot
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Postby holy_cheese on Thu Jan 06, 2005 5:11 am

its looking really nice now, i love the addition of rain, i don't know if you have already done so, but you should add wind would put the icing on the cake, just remember not to use uniform wind, make strong wind in geographical bottle necks.

Now inside is still looking a little bit bland and empty. It still needs to feel like someone have been there, add some posters/pictures, some mess whatnot. also the sink is too high in relation to your counter top.
-teh shit
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Postby slayera on Thu Jan 06, 2005 8:34 am

So far I have removed the blended textures that came with the game and made my own, so ground and cliffs look different now. I compared a before and after with different textures and really changed the feel in the map. It has more of a wet and muddy feel. I have screenie with new texture, but I am going to wait to post nearer the beta release. I added an outdoor generater w/ a ideling motor sound and smoke to supply the electricity to both my buildings.

I never done the wind before so I will play around with it and see if I can make work in my map. I know the buildings look boxy and I am trying to figure out how to work them better without changing the layout too much without effecting the game play.

And I will lower the sink, I would not anynot to play because the sink was too high, lol. Hate to see T's with dirty hands. Thanks for all the feedback.
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Postby holy_cheese on Thu Jan 06, 2005 8:38 am

lol, they could get muddy hands which would be disatrous, nah it just looks funny.
-teh shit
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Postby sebastos on Thu Jan 06, 2005 9:35 am

but your mountains looks unrealistic
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