CS_Metroplex

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Re: CS_duke2k Source

Postby Shr3d on Tue Mar 18, 2008 10:06 am

m8nkey wrote:So here's where the mapping community moved to after goldsource.

Been working on this on and off for 16months. It's about %40 complete, final product will probably be over 90% custom materials and models. kan3 is currently making models and textures for the map. Spine has also contributed some cool parody building signage.

http://i173.photobucket.com/albums/w57/m8nkey/wip060000.jpg

http://i173.photobucket.com/albums/w57/m8nkey/wip060001.jpg

http://i173.photobucket.com/albums/w57/m8nkey/wip060002.jpg

http://i173.photobucket.com/albums/w57/m8nkey/wip060003.jpg

*edit, made the pics url instead of img due to scaling


I saw these on EGN.
*waves*
It's me Perfect Dark :P

Anyway, keep it up ;) Awesome work.
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Re: CS_duke2k Source

Postby m8nkey on Thu Mar 27, 2008 5:47 pm

Good to see another Aussie round :)

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Re: CS_duke2k Source

Postby punky on Thu Mar 27, 2008 8:07 pm

Looking better and better, the theater could use some props on the walls though.
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Re: CS_duke2k Source

Postby m8nkey on Sat Mar 29, 2008 2:46 am

Thanks Punky, you're right about the cinema, more detail to come.

Also, copy and paste image location into a new window to see at full res.
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Re: CS_duke2k Source

Postby Kev_Boy on Sat Mar 29, 2008 10:49 am

Just don't show this to 3DRealms, they're very strict about this stuff and even go as far as to forbid it!
So keep a low profile and don't tell anyone your real name and address.. and you should be fine :lol:
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Re: CS_duke2k Source

Postby DeathProdigy on Sat Mar 29, 2008 11:14 am

That lighting is sexy, Keep working on the map! its brilliant!
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Re: CS_duke2k Source

Postby mat_de_b on Sat Mar 29, 2008 1:14 pm

Awesome textures!
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Re: CS_duke2k Source

Postby m8nkey on Mon Mar 31, 2008 2:16 am

Kev_Boy wrote:Just don't show this to 3DRealms, they're very strict about this stuff and even go as far as to forbid it!
So keep a low profile and don't tell anyone your real name and address.. and you should be fine :lol:


http://www.subjective.com.au/bsp/maps/duke2k.html

lol, if that's the case 3dRealms is a bit behind the 8ball. I made this level for CS back in 2002. It was near identical to Hollywood Holocaust (some changes made for gameplay) and I ripped and modified textures from Duke3d. It was pretty popular, around 60000 downloads in the first few months. As with all my work I provided a txt with all external references and copyright information. I didn't have permission but never heard from 3d Realms, even though I clearly provided my details with distribution.

This map is more inspired by, than a direct remake. All original content and asthetic. It only vaigly resembles the same layout.

Some updated screens of interior lighting and texture WIP. I'm really not happy with the ceiling. Not sure what I'll do with it yet.

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Re: CS_duke2k Source

Postby DeathProdigy on Mon Mar 31, 2008 6:27 am

Those rooms feel very empty though.
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Re: CS_duke2k Source

Postby RA7 on Tue Apr 01, 2008 4:58 pm

SWEET SWEET SWEET!!!
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Re: CS_duke2k Source

Postby vcool on Tue Apr 01, 2008 5:10 pm

Ceilings are the hardest to make, texture-wise :( Funny thing is, I never look at the ceiling in games (unless I have to). I only look at them when I look on sreenshots.
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Re: CS_duke2k Source

Postby m8nkey on Wed Apr 02, 2008 2:59 am

DeathProdigy wrote:Those rooms feel very empty though.


Yeah mate, I agree. The map is almost %100 custom models and textures though so it takes time. So far I've made over 60 textures and kan3 (my collaborator on the map) and I have made around 10 props between us.

My main focus is textures and world geometry. Once they're complete I'll concentrate on detailing the shit out of the entire map with models and overlays, 3d skybox etc.

kan3 really knows his shit and has made some awesome usable dynamic props.

Some updated shots. I'm very happy with the interior texture set now and colour scheme. All the brass/golden areas have specular effects. The marble floor has a normal and specular map. Both look much better in game than screenshots.

First shot is showing of my recently skinned spiral staircase model and light fixture

http://i173.photobucket.com/albums/w57/m8nkey/staircase.jpg

http://i173.photobucket.com/albums/w57/m8nkey/wip160003.jpg
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Re: CS_duke2k Source

Postby InZaneFlea on Wed Apr 02, 2008 7:50 pm

Heyyyy, free advertising for NMRiH, Woooo!

Looking good, I agree it needs a LOT more detail though in the hallways and the sort. Things like decals and chairs and the sort would start to help it out a bit.
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Re: CS_duke2k Source

Postby Clocked on Wed Apr 02, 2008 7:52 pm

looks great :)

small critique from me though, the road ramps going from one level to another look awfully steep in some of the pictures, just wondering whether its the angle the shots were taken at making it look that way or whether they are like that.

And also the center part of the theatre needs sprucing up a it (guess you were going to anyway), with some slushie machines/snacks etc, that would usually be found there
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Re: CS_duke2k Source

Postby m8nkey on Thu Apr 03, 2008 2:49 am

InZaneFlea: Glad you approve of the NMRiH reference :). I figured you wouldn't mind as I'm collaborating with kan3 who's doing some stuff for you guys too. Might squeze a few more in around the place.

I decided to use parody brands and references to mods instead of real world brands. I seeked approval from Fistful of Frags, Into Cerberon, DIPRIP and Off-Limits to advertise them all in game. I've also placed some references to Nuclear Dawn and NMRiH although I hadn't formally requested permission. I approached several other mods and didn't hear back from them.

There's actually some prime advertising space still available to whatever, high quality, mods provide me with content. I'm not in any hurry to finish this project, quality and gameplay are my two priorities.

Here's some concept brushwork of a cardboard movie cutout for Off-Limits. It will a destructable prop with an interesting base and more detailed features. I want to produce more of them but I need appropriate concept art from mods [/hint].

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Clocked: Yeah mate, a few people brought the road issue to my attention and it's been sorted.

I finally finished the last of the major world geometry today so now I can really focus on the fun stuff: refining and detailing everything :D .
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