cs_cinema

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

cs_cinema

Postby Idono on Fri Mar 18, 2005 6:48 pm

Been thinking of begining with mapping for sometime now.

Finaly gott the bright idee to do one for CS:S


So far i've only done some sketching and building up a roughe comparison that's halfway done.



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Postby Cr4ig on Fri Mar 18, 2005 6:59 pm

You are new to mapping, and you have started with sketches. This is always a good sign.

Welcome to the forums, and keep us updated on this map.
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Postby RPM on Fri Mar 18, 2005 8:47 pm

are those 20 CT spawns i see there? but anyway although i cant see exactly what is will be like, it looks nice and compact.
Last edited by RPM on Sat Mar 19, 2005 10:48 am, edited 1 time in total.
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Postby Idono on Fri Mar 18, 2005 10:01 pm

Yeah it's about 20 ct spawns.

Use it to give me some referense to how much i can use out of that part.

Allso use it to messure and se if there's enough space in some areas.
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Postby AcX on Fri Mar 18, 2005 10:14 pm

I like where this is going. Don't ruin it by rushing or veering off of your sketches. Keep us updated :)
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Postby Dead-Inside on Fri Mar 18, 2005 10:53 pm

Yes, well, take this advice;
Build a "simple" map that will allow you to run through it. And also make every brush with some kind of dev/ texture which you can later replace with nodraw. Manually texture the brushfaces you want textured with the correct textures.

Making all non-used brushfaces will save lots of compiletime and also spare the engine in-game in a lot of cases.

But anyway, I say, build a simple map with all areas so that you can run through them from CT to T spawn in all possible ways. Then start adding details, props, then add light. Or something along those lines.
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Postby Idono on Fri Mar 18, 2005 11:26 pm

Took me some time to understand for what i should use no draw for.

But thx for the tip. Without it i woulndt have used it at all.
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Postby Spartan on Fri Mar 18, 2005 11:47 pm

Its allows the best idea to sketch out your maps first which is why I think this might turn out to be a great CS:S map. Preplanning gets not only saves lots and lots of time (trust me) but it also helps balances the map better.
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Postby Dead-Inside on Sat Mar 19, 2005 10:54 am

Yes, well, it's a lot easier to go around and "Oh.. hmm.. maybe that corner there wasn't the best idea. Maybe I should have a ladder up here" because the changes don't take 5 hours because you have to rework your design and move a *lot* of stuff around, you only need to move some dev brushes around and place a functional ladder (Easiest thing in the world).
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Postby Idono on Sat Mar 19, 2005 1:37 pm

Well so far so good.

I've gott a goal to put in everything i've gott in the sketch.

Easier said then done tho. Had to move alot of things around to make some room for cornered coridors, a bit more surprise and less sniping.

i'll post a new pic when i've done some more work on texturing and detail,
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Postby Cr4ig on Sat Mar 19, 2005 3:21 pm

Looking forward to it :)
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Postby Idono on Sat Mar 19, 2005 4:56 pm

Just started with textureing some places and doing a bit more detailed stuff.

Have a pic for what i wanted to get out of the corners. But when i finaly finnished it i began looking at how manny faces there were.

I would like an opinion on if i should use these corners or change them in to others.

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Edit:

Here's another pic with a second corner that has less faces.


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Postby Cr4ig on Sat Mar 19, 2005 6:38 pm

It looks nice with those corners, but creating a texture would propably be easier.
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Postby Idono on Sat Mar 19, 2005 7:54 pm

Yeah i'll try that.

Possible to blend it or put a new layer abov the brick texture?
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Postby Dead-Inside on Sat Mar 19, 2005 10:07 pm

Just slice a 128x128 bit out off the wall and apply your texture. Should work wonders :). What texture did you use for the "simple" edge?
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