cs_metropolis

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

Are you looking forward to cs_metropolis?

Oh yeh! Can't wait i'll be awsome!
3
27%
It's alright...
5
45%
I hate rouge6 maps, and he'll screw this one up too.
3
27%
 
Total votes : 11

cs_metropolis

Postby DarkMortar on Wed Apr 06, 2005 10:21 am

cs_metropolis
- a rouge6 map

introduction
Hello, I would like to introduce my plans for my "master plan" for my ultamate map. Right here I present to you cs_metropolis. I will attempt my very best in architecture and style. The map appears boxy because this scetch map is not for details. It will be altered, and there WILL be more vents and sewer routes. I want to make the map very fun. After I finish this map I will proably take a long break from mapping and make small maps again.

But, I am going to take a short break from my near-complete aim_extreme before I atempt this one. This map will takes at minimum a month from the time I start it.

The image is proably hard to read plus I can't draw, but I wanted to know if I can have each hostage in a different location? Like one set of two in an upper prison, and another set of two in the sewers? Also, can I have more than 4 hosties?

I promise this map will have great sound and graphics.

I'll post the plot later.

map
Image
Image
DarkMortar wrote:If you copied and pasted this in notepad, you may be a nerd. If you just highlighted this, you may be intelligent. If you read this like it is, you may become blind.
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Postby DarkMortar on Thu Apr 07, 2005 8:50 am

setting

location: Platolis, San Velitia.
time: March 3rd, 2033. 6:30AM.

A heavily populated capital metropolis of the world. This section of the city is a run-down industial sector with contains a very unacceptable level of crime. From ghettos to low-rise steam pipelines, this district may even contail some sleezy bars along the way...

A local terrorist organization has taken all the high-level bussinesmen into their van and threw them into a cell. Now it's up to the SWAT team to get them back!

map clarification
The red dotted lines on the map represent the lower sewers. The word "detail" being circled represents and area where I will place detail objects the player cannot get to, such as buildings or more roads, or 3d skybox. The terrorist start in the larger industrial shaft/ garage. The CT's start in the ghetto village. Across the street is a gas station which also includes fast food place and snack bar (it should be enterable). The map will contail extensive sewer routes and there will be many ways for CT's to enter the building through ventilation shafts. The terrorist must do their best to block all possible ways to enter. The building will have many ways to enter, either from the garage, the back door, vents, or the sewer, and also the glass panes on the roof. I just hope this map will be fun and interesting.
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DarkMortar wrote:If you copied and pasted this in notepad, you may be a nerd. If you just highlighted this, you may be intelligent. If you read this like it is, you may become blind.
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Postby YokaI on Thu Apr 07, 2005 8:11 pm

FINISH THE MAP YOUR WORKING ON NOW BESIDES PLANING THE NEXT ONE WHILE WORKING :

Seriously, it will make you wanna rush through your map... not good not good :(
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Postby holy_cheese on Thu Apr 07, 2005 10:46 pm

sif, never finish the map your working, always start something else in the middle of a map and make sure you always get bored of the map your doing ^_^

i do the same thing although now im not mapping im playing WoW


edit: if you did catch the sarcasm *slap*
-teh shit
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Postby AtomicVII on Thu Apr 07, 2005 11:06 pm

it looks fine, i cant visualize what it would be like, so.
i cant give a real comment unless i've played the map. but yeah, finish what ever map your working on now, but dont rush it :)..
this looks fine for your next map, except sounds like cs_metropolis has been used before, im not sure though. i just have a feeling it has been.
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Postby wiggle987 on Thu Apr 07, 2005 11:59 pm

YokaI wrote:FINISH THE MAP YOUR WORKING ON NOW BESIDES PLANING THE NEXT ONE WHILE WORKING :

Seriously, it will make you wanna rush through your map... not good not good :(


i dont do that, i start a map and half way through i get bored start another

now im starting to come back to my old maps, its kinda like a non-viscious circle
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Postby DarkMortar on Fri Apr 08, 2005 6:27 am

no-no-no, im held at a stand still with my other map, it is realy done, im just waiting for my soundscape problem to get resolved.

if i dont get a reply on it by tomite! then i will HAVET TO compile my final version of the map. soundscapes or not...
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DarkMortar wrote:If you copied and pasted this in notepad, you may be a nerd. If you just highlighted this, you may be intelligent. If you read this like it is, you may become blind.
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Postby Tonedef on Fri Apr 08, 2005 8:49 am

when I get 'bored' with a map, which is more like tapped artistically I back off of it for a day or 2 and just let my mind eat away at what I will do when I get back to it...kinda like charging up...if you jump to often you will lose focus and your map can easily go down hill fast.
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Postby DjBourgeoisie on Fri Apr 08, 2005 11:22 am

You cant judge a map by how it looks on paper, which is why I always plan it out in my head only as far as the look and theme of the map I want to create. I literally make my maps starting from one room and just build it as I go checking timings to collision points etc. You could plan out the greatest map in the world and you would never know it until you actually do it in hammer and see how it plays. I wouldnt say its a waste of time doing everything on paper, its just not my style I guess.
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Postby Jest@ on Fri Apr 08, 2005 4:46 pm

The big map i'm currently working on started on paper, became a quick test, didn't work timings-wise, so I decided to do it DjBourgeois' method, didn't work timings/concept wise, so i went back to paper...and so on and so on. Been a bit of a bitch to get the layout adequate. I seem to be terminally deficient at judging distances, whether it be on my screen, on paper or in my head.


On paper that one looks quite cool, darkmortar....but that bit at the top (looks like a car park, with the 'foliage' in the middle)....isn't that a little bit out of the way of the rest of the maap? from a quick glance it doesn't look as if much play will go on over there, except some tactical sneaking at the end of a round.
Highlight to read:
It was earth all along
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Postby DarkMortar on Sun Apr 10, 2005 9:26 am

ok, i know its too early to post screens buts heres a non-lit, dev textured start.

Image
Image
Image
Image
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Postby ShaDoW on Sun Apr 10, 2005 1:43 pm

It's a nice start. Although it's hard for us to give you any feedback on this.

A lot of level designers make the mistake of wanting to get every possible screenshot out to the public. Now, sure, it keeps the people entertained. But you might as well show us something when there is something to show.

I don't mean to say that what you are doing is wrong, but it's something you could take into consideration.
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Postby Dead-Inside on Sun Apr 10, 2005 2:04 pm

Please texture it with different devtextures.. It's hard to make out the geometry.. :/
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Postby DarkMortar on Sun Apr 10, 2005 8:23 pm

loli hate how it looks right now :(

but i cant tell with these gay dev textures and no lighting.

i think ill never use dev again its just harder, i should do it my old way where i did nodraw, texture it immediatly one room at a time and add the lighting and props
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DarkMortar wrote:If you copied and pasted this in notepad, you may be a nerd. If you just highlighted this, you may be intelligent. If you read this like it is, you may become blind.
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Postby mike-o on Sun Apr 10, 2005 8:28 pm

i think texturing in dev is retarded.
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