WIP CSS map - Updated April 21

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WIP CSS map - Updated April 21

Postby cdxx on Wed Jun 10, 2009 5:42 am

I know the title is vague but I just started this the other day and I want to get some input on the layout. I understand that it will be hard without running around it so i'll upload a bsp as soon as I add some cover spots throughout the map. Hopefully I can get enough stuff in there for a little playtest in a week or so.

I'm still not sure what theme I want to go with here but I was thinking a weapons factory or something industrial? Suggestions are most welcome. I know that most of the area is open sky but that's just so I don't have to mess with lighting yet. Currently it's a defuse map but that's totally open for change as well. Let me know what you think.

Remember, this is just concept and am looking for feedback on the layout. I know that my lightmaps are crap, no detail yada yada yada... This is only a day of work mind you.

Lastly I want to add an underground passage like a sewer / ventilation shaft or something, I just don't know where . Also the green path to B is pretty short; i probably need to extend that...

Original Post:
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Updated pics: 2009.06.10
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Updated pics: 2009.07.13
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in the skybox you'll see the placeholder for the rocket. I haven't touch much with the far buildings, I just included this so you can see the scale of the rocket.
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Updated pics: 2009.07.19
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Updated pics: 2009.07.26
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Last edited by cdxx on Wed Apr 21, 2010 4:09 pm, edited 10 times in total.
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Re: very early CSS concept - no name yet

Postby Echo51 on Wed Jun 10, 2009 7:48 pm

Seems blocky :P

btw, i think its nice there is 4-5 secs before CT's start arriving at the Bombsite's, then the t's can get in pos for camp :P
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Re: very early CSS concept - no name yet

Postby MayheM on Wed Jun 10, 2009 8:26 pm

I like that you have the sites close together but not so close you can guard both at the same time. it looks like a solid layout so far. I commend you on getting the layout set before going on to detailing. (I have problems doing that myself) I have not played CSS since l$d was released but if you need someone to take a look at it and test it out with, I will be glad to take part. it will give me a reason to actually jump back in a CSS server again...
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Re: very early CSS concept - no name yet

Postby Graph on Wed Jun 10, 2009 8:37 pm

Looks verry good man, but what textures do you have in mind ??
Dust looks always cool..
And for the name just look on Google Earth.
In Afrika there are alot of names to choose so..
Or something russian, fog and snow, stuf like that.
De_russia :P
Keep up the good work :smt023
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Re: very early CSS concept - no name yet

Postby Deh0lise on Thu Jun 11, 2009 12:27 am

Too much Z difference. I'd decrease some of those zones in order not to make people hate you, its horrible to aim too up/down and also while going up/down on a stairs. Bombsite B also needs an interesting layout, spamming crates isn't always enough.
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Re: very early CSS concept - no name yet

Postby cdxx on Thu Jun 11, 2009 2:47 am

I've updated some pics. I also added the underground passage I talking about. I think it will work pretty well actually. Depending on the theme I end up going with, it may turn into a sewer or something else. (I prolly shoulda started with a sewer since they are much easier to map :cry: )

Echo51 wrote:Seems blocky :P

btw, i think its nice there is 4-5 secs before CT's start arriving at the Bombsite's, then the t's can get in pos for camp :P


it's blocky indeed :-D It will look much better once I pick a theme and start flushing out details I promise.

MayheM wrote:I like that you have the sites close together but not so close you can guard both at the same time. it looks like a solid layout so far. I commend you on getting the layout set before going on to detailing. (I have problems doing that myself) I have not played CSS since l$d was released but if you need someone to take a look at it and test it out with, I will be glad to take part. it will give me a reason to actually jump back in a CSS server again...


I agree 100%, i decided to move site A to the right a smidge just in case they were too close. I also moved ct spawn up some. I'll pm you a link to the bsp and you can give it a whirl. I'd love to get a little playtest together in the coming days.

Graph wrote:Looks verry good man, but what textures do you have in mind ??
Dust looks always cool..
And for the name just look on Google Earth.
In Afrika there are alot of names to choose so..
Or something russian, fog and snow, stuf like that.
De_russia :P
Keep up the good work :smt023


I'm not sure on the textures atm, so far I'll be using stock textures or else I'll never get this done. :oops:. In regards to the theme, I was thinking ww2. but I like the sounds of a snowy Russian theme. de_whiteRussian :lol:

Deh0lise wrote:Too much Z difference. I'd decrease some of those zones in order not to make people hate you, its horrible to aim too up/down and also while going up/down on a stairs. Bombsite B also needs an interesting layout, spamming crates isn't always enough.


I want to do something a little different and thought a map with extreme z difference might help accomplish that. There's not too many maps out there with crazy elevation changes so this might be a good thing... or a very bad thing. :shock: I don;t want to change too much with the elevation until I get some solid playtesting in :wink:
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Re: very early CSS concept - no name yet

Postby cdxx on Mon Jul 13, 2009 6:44 am

alright, i've made some progress on this. I think I've nailed down a theme but still not 100% sold. I'm going with a rocket launch facility.

of course these are wip as I still need many more passes on this to get it up to snuff, but just a little progress update for now. feedback welcome.

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in the skybox you'll see the placeholder for the rocket. I haven't touch much with the far buildings, I just included this so you can see the scale of the rocket.
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Re: very early CSS concept - no name yet

Postby vcool on Mon Jul 13, 2009 6:55 am

The rocket should totally be a model.
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Re: very early CSS concept - no name yet

Postby cdxx on Mon Jul 13, 2009 8:02 am

vcool wrote:The rocket should totally be a model.


i totally agree. I might have to ask someone to make me one when it comes time though.

any takers? let me know, i'd love to make this a collaborative effort.
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Re: very early CSS concept - no name yet

Postby theCommie on Mon Jul 13, 2009 9:39 am

If you don't mind somewhat of a beginner doing the model, I'm up for it.
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Re: very early CSS concept - no name yet

Postby Graph on Mon Jul 13, 2009 5:21 pm

Nice man!
Keep up the good work
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Re: Early CSS map - Updated July 13th

Postby Sk3tch on Tue Jul 14, 2009 4:31 am

Looks like a good layout. Theme is cool with the launch site...keep it coming.
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Re: very early CSS concept - no name yet

Postby cdxx on Sun Jul 19, 2009 2:35 pm

theCommie wrote:If you don't mind somewhat of a beginner doing the model, I'm up for it.


do you have some work I can see? I'd like to have it modeled after a the Ares 5 rocket. (i know, I added 2 extra boosters to the placeholder) but don't be offended if it doesn't work out ;-) It would be good practice nevertheless.

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Here's some update screens. Now that I have a theme picked I changed the dug out dirt tunnel to a proper concrete tunnel. It took some finagling as I haven't done any detail passes on it yet, but the world geometry is pretty much worked out and lighting needs serious tweaking :D

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Re: Early CSS map - Updated July 19th

Postby Zipfinator on Sun Jul 19, 2009 4:07 pm

Looking good! I really like the tunnel floor texture. The whole tunnel seems sort of empty though... Maybe instead of having the lights on the ceiling, cut out a part of the bottom and have it be lit from the floor like Nuke? Also add some forklifts/golf carts that transport the people around, or the standard barrels that are always in those types of tunnels.
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Re: Early CSS map - Updated July 19th

Postby cdxx on Sun Jul 19, 2009 4:29 pm

Zipfinator wrote:Looking good! I really like the tunnel floor texture. The whole tunnel seems sort of empty though... Maybe instead of having the lights on the ceiling, cut out a part of the bottom and have it be lit from the floor like Nuke? Also add some forklifts/golf carts that transport the people around, or the standard barrels that are always in those types of tunnels.


no doubt zip, but as I said - no detail passes have been made on the tunnel as of yet, just got the geometry down. thx for your suggestions though. I'll keep that in mind when I start adding stuff in there. and I like your light idea. :smt023
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