CS_Metroplex

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Re: CS_Metroplex

Postby m8nkey on Fri May 01, 2009 2:22 am

Knights wrote:I know I commented on this awhile ago but still loving the design! :smt023 This should be turned into a L4d survival map... Of course make it dark. :twisted:


Thanks mate. A L4d version is certainly a possibility

RA7 wrote:This map needs a BETA :D


closed beta very, very soon. Definitely send a copy your way. The internal beta will have some placeholders. I'll release a public beta once all the content is finished and I've made gameplay tweaks from the closed testing..

TorQueMoD wrote:I'd actually really like to see a bird's eye view of the layout. The map itself looks pretty, but I'm curious as to how well its connected up. Might be a good idea to have the road lead down into some underground parking that connects the front of the building to the back.
Very nice work overally so far. I'll be keeping an eye on the progress.


The layout is rock solid, based off a very familiar layout to any oldschool fps gamer. Every room has multiple access points and there are no dead-ends.

I tried to run the map on my laptop the other day and performance was atrocious. I haven't optimized the vehicle collision models (which are currently compiling with errors) so hoping that's all it is (showbudget was spending ages in static prop rendering).

I've used high resolutions for all my UVmaps (example all vehicles use 1024x1024 diffuse, 512 spec). The map runs flawless on my old system (Althlon 5200, 4gb RAM, GeForce8800). I'm hoping that with further tweaking I can get a reasonable framerate on my laptop (2ghz Centrino Duo, 2gb ram, Radeon x1400)

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Re: CS_Metroplex

Postby Mr-Jigsaw on Fri May 01, 2009 3:09 am

If it needs anything, it's gutters at the edge of the road. That being said, I can't wait to play it, good work.
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Re: CS_Metroplex

Postby AlexCrafter on Sat May 02, 2009 11:02 am

m8nkey wrote:
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The building to the far right needs a better texture, that concrete texture is way overused. That said, the design looks nice.
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Re: CS_Metroplex

Postby Sk3tch on Tue May 05, 2009 5:21 am

Damn kid...when you gonna finish this beast?? :D
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Re: CS_Metroplex

Postby m8nkey on Thu Oct 29, 2009 8:40 am

First post updated.

Simon Aublet is contributing some props. So far he's made me a nice looking wurlitzer jukebox and a pooltable.
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Re: CS_Metroplex

Postby static07 on Thu Oct 29, 2009 9:18 am

looks damn sexy, the streets look a bit too clean though still damn sexy!
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Re: CS_Metroplex

Postby ExtraOrdinary on Thu Oct 29, 2009 10:11 am

Seriously! That is insane! I think this is a great job, awesome map :D Give me a PM when you release it :D
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Re: CS_Metroplex

Postby m8nkey on Wed Dec 02, 2009 11:53 pm

Some new ingame video up on my site:
http://www.binaryspace.info/game-enviro ... metroplex/

Simon Aublet has produced several excellent props for the map, not yet featured in screenshots or the video. I've almost finished another vehicle.

Still HEAPS of detailing to do through props and overlays. The map geometry is very efficient and ent data is only at 50% so plenty of room for detailing.
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Re: CS_Metroplex

Postby Chopium on Wed Dec 02, 2009 11:58 pm

Oh wow, that's very nice. I'm always attracted to a cleaner environment. The models fit perfectly and I can already see people playing around the cars in the street. Too bad I don't play CS:S to looks awesome.
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Re: CS_Metroplex

Postby m8nkey on Tue Dec 29, 2009 4:02 pm

Finally finished the vehicle models. Next up is some fun stuff, adding 3d signs, billboards, graffiti and other miscellaneous overlays to the street.

Some screens of some vehicles and signs. Metroplex sign texture is placeholder. Everything orange is placeholder.
http://www.binaryspace.info/temp/cs_metroplex0004.jpg
http://www.binaryspace.info/temp/cs_metroplex0003.jpg
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Re: CS_Metroplex

Postby Supervillain on Tue Dec 29, 2009 5:54 pm

This map has always been looking good :D I can't wait to play it. My favorite part of the video is how you demonstrate that you can walk along the edges of some of the buildings.

I know you just said you have lots of detailing to do with props/overlays, but I will say that it needs it. The geometry is very nice and clean, and some of the interiors (theater in particular) seem detailed properly, but the streets need a little more "grit" (and double yellow lines!)

Also, from the video it seems that the lighting is very uniform throughout. It isn't bad lighting, but you might want to create some contrast, for example making the hostage rooms a bit darker.

Looking real good, keep it up!
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Re: CS_Metroplex

Postby m8nkey on Fri Jan 01, 2010 4:27 pm

Thanks for the crits Supervillain.

Supervillain wrote:the streets need a little more "grit" (and double yellow lines!)


yep, still working on graffiti, signs and grime overlays. i'd like to add some double lines (maybe using overlays) but not sure how best to implement them or if they're worthwhile.


Supervillain wrote:The geometry is very nice and clean, and some of the interiors (theater in particular) seem detailed properly


i haven't really detailed inside yet, HEAPS more to do.

Supervillain wrote:Also, from the video it seems that the lighting is very uniform throughout. It isn't bad lighting, but you might want to create some contrast, for example making the hostage rooms a bit darker.

Looking real good, keep it up!


i agree. i'll do a final lighting pass once all the details are in place.

the rooftop opposite the cinema player accessible. new screens:

http://www.binaryspace.info/temp/cs_metroplex0001.jpg
http://www.binaryspace.info/temp/cs_metroplex0003.jpg
http://www.binaryspace.info/temp/cs_metroplex0004.jpg
http://www.binaryspace.info/temp/cs_metroplex0005.jpg
http://www.binaryspace.info/temp/cs_metroplex0007.jpg
http://www.binaryspace.info/temp/cs_metroplex0010.jpg
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Re: CS_Metroplex

Postby Supervillain on Fri Jan 01, 2010 6:45 pm

http://www.binaryspace.info/temp/cs_metroplex0007.jpg

are those cop cars modeled after Dodge Chargers? (like in Transformers.....and the over-funded cops in my small town?) They look dope :D
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Re: CS_Metroplex

Postby Chopium on Fri Jan 01, 2010 6:46 pm

http://dl.dropbox.com/u/1707143/Forum/mapnotes-1.jpg
I think some work needs to be done with the exterior lighting and textures. The colors aren't fitting together in my opinion. There's too much color contrasting in basic textures like concrete. From certain angles, the sky really doesn't match the lighting.
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Re: CS_Metroplex

Postby m8nkey on Sat Jan 02, 2010 1:39 am

Mr. Chop wrote:http://dl.dropbox.com/u/1707143/Forum/mapnotes-1.jpg
I think some work needs to be done with the exterior lighting and textures. The colors aren't fitting together in my opinion. There's too much color contrasting in basic textures like concrete. From certain angles, the sky really doesn't match the lighting.


Thanks for taking the time for some detailed crits Mr. Chop, I appreciate it.

The sky and lighting are both friggen terrible. Definately need a lot of work.

I have to disagree with the textures though. They were initially all the same colour and it looked far too bland. I added some very subtle, highly desaturated hues that I think are complimentary and add a desired variety in colour. They aren't all meant to be the exact same material.

If you checkout the dots you created on your pic I think the colours work well together, also, there's only 4 colours from the areas you selected. 1 and 5 are the same texture.
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