CS_Monkspark

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Re: CS_Monkspark

Postby dark0r on Wed Sep 09, 2009 7:23 pm

@This post
In first image, the light seems to be emitting a lot of light, dimming it about 30-50% would make the atmosphere a lot more striking, also we all love a bit of fluorescent flickering lights :D
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Re: CS_Monkspark

Postby Hollow on Wed Sep 09, 2009 10:43 pm

ok, coolio, i will definitely try that...but how can you make the sprite flicker with the actual light source?
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Re: CS_Monkspark

Postby Smurftyours on Thu Sep 10, 2009 12:38 am

Wonder full map and lighting. one thing to complain about though, the ceiling panels in the class room to me it feels that there are too many missing and there too bulky. anyways keep up the great mapping.
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Re: CS_Monkspark

Postby Hollow on Thu Sep 10, 2009 4:00 am

fixed: dark0r's light suggestion, Rotinaj's trash composite and Smurftyours classroom suggestion (i added a frame to the ceiling and there is less panels..looks much nicer)

thanks for the eagle-eyed suggestions, i will posting up a few new pics and newer finished areas tomorrow, so keep the crits coming! it will only make the map better!

i would be extremely grateful if any of you guys could help me out with the window frame issue...cant seem to convert them to models
read this thread for the exact info:

http://www.interlopers.net/forum/viewtopic.php?f=14&t=30485

cheers
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Re: CS_Monkspark

Postby dark0r on Thu Sep 10, 2009 7:06 am

When you feel fit, don't think twice about releasing an alpha/pre-alpha map and I'll be more than happy to go around and scout out suggestions. Although telling us the atmosphere you're aiming for would make it easier to comment :D

Keep up the good work!
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Re: CS_Monkspark

Postby Hollow on Thu Sep 10, 2009 4:52 pm

yeah man, i will definitely do that! not yet, but good suggestion.
and i release a beta, for cs:source, for all you guys to test the level in terms of multiplayer design, and fun factor.

backstory and atmosphere wise i'd say the story is, its going to be based as a recently abandoned school, in the process of being certified to be totalled (im going to have lots of construction work going on around the perimeters) but has been left as a derelict location for a while, so worn down, but not as if nothing ever happened there for years...so expect to see chairs and pans and bottles and maybe an odd matress here or there from the new inhabiters....for the hostage map aspect, i got the idea that crack addicts and gangs 'took over' the location as a sort of hotspot for their activity, a headquarters if you will, the situation escalates, and there is a standoff between the police, so the gang take hostage some of the commissioners who are responsible for overseeing the building of the new school..thats when the special forces are called in to smoke em out :wink:

i thought that would be cool, i know it seems like a lot of info for a counterstrike map, but i like to get a sense of location and history when creating things, even it isnt necessary, it makes me map better :D and it kinda helps explains to you lot why the building is in the condition it is
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Re: CS_Monkspark

Postby dark0r on Thu Sep 10, 2009 5:03 pm

The Hollow Night wrote:yeah man, i will definitely do that! not yet, but good suggestion.
and i release a beta, for cs:source, for all you guys to test the level in terms of multiplayer design, and fun factor.

backstory and atmosphere wise i'd say the story is, its going to be based as a recently abandoned school, in the process of being certified to be totalled (im going to have lots of construction work going on around the perimeters) but has been left as a derelict location for a while, so worn down, but not as if nothing ever happened there for years...so expect to see chairs and pans and bottles and maybe an odd matress here or there from the new inhabiters....for the hostage map aspect, i got the idea that crack addicts and gangs 'took over' the location as a sort of hotspot for their activity, a headquarters if you will, the situation escalates, and there is a standoff between the police, so the gang take hostage some of the commissioners who are responsible for overseeing the building of the new school..thats when the special forces are called in to smoke em out :wink:

i thought that would be cool, i know it seems like a lot of info for a counterstrike map, but i like to get a sense of location and history when creating things, even it isnt necessary, it makes me map better :D and it kinda helps explains to you lot why the building is in the condition it is

Let me give some "personal experiance" into this: I have a school (which I attended until shutdown) very close to me, which looks very similar to your screenshots (i.e. approximately two floored buildings, with taller tower blocks, with blue panels, etc.) I have to say I did go into the school when it was abandoned, and just note that there was no power, so I'd suggest placing a generator in there. I would have taken some reference shots for you, however it seems you already have inspiration (because it looks very similar to mine), and the school is now ground-zero and a new one is 50% in place :D

Some more suggestions:
  • Make parts of the school part-demolished already, even though this doesn't really fit in with your theme;
  • Try to remove one of the lights, and in place of it put a torch on the floor next to a dead body, which is casting oblong shadows across a corridor/room;
  • Attempt to restrict open areas outside as it will become very sniper-orientated then.

Hope that helps.
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Re: CS_Monkspark

Postby Hollow on Thu Sep 10, 2009 5:17 pm

Some more suggestions:
Make parts of the school part-demolished already, even though this doesn't really fit in with your theme;
Try to remove one of the lights, and in place of it put a torch on the floor next to a dead body, which is casting oblong shadows across a corridor/room;
Attempt to restrict open areas outside as it will become very sniper-orientated then.


dude, you read my mind haha.

I'm hoping to to implement a bit more structure damage in areas, already have one bit through the windows which gains you access to the first floor roof
ahh, i'm definitely doing the torch thing now! :smt023
as for the outside, its mainly the parameters of the main building, with a few blind spots here and there, seriously the school is design in such a way that, if postitioned well, you can see from the top floor corridor, ALL the way into the front carpark where the ct's will start, but its vice versa for the cts. there are alot of sniping positions, so i could imagine it being very tense...

i actually made a very basic version of this for the original counterstrike years ago, with bots, and i have to say it was incredibly fun :D there are so many rush points and routes to take, but all within relative proximity to each other, plus with this 'update' ive added a few vents for shortcuts and that new maintenance corridor....maybe i could that generator in there?
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Re: CS_Monkspark

Postby nub on Thu Sep 10, 2009 6:14 pm

So how's it going regarding managing brush limits? Have you hit the ceiling yet?

The map looks fantastic and you have an eye for architecture. The lighting is pretty straight-forward, some areas could use some smaller lightmaps, but don't go too overboard or else it can complicate things when you optimize.
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Re: CS_Monkspark

Postby Hollow on Thu Sep 10, 2009 8:29 pm

yeah i have unfortunately, been trying to export alot of the frame geometry to milkshape but it isn't working :/
so for the time being, ive had to resort too cordoning each section im finishing up to compile..grrr

yeah with lighting, only a few sections have a lightmap of 2...usually the areas where the sunlight is coming through the windows...everything else is 16, and some areas im sure i could set higher...i also heard that its good to put all unseen faces (nodraw up to 1024!)

i might add a little bit of fog, to make the natural lighting look slightly hazy, that might look nicer
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Re: CS_Monkspark

Postby dark0r on Thu Sep 10, 2009 9:41 pm

The Hollow Night wrote:yeah i have unfortunately, been trying to export alot of the frame geometry to milkshape but it isn't working :/
so for the time being, ive had to resort too cordoning each section im finishing up to compile..grrr

yeah with lighting, only a few sections have a lightmap of 2...usually the areas where the sunlight is coming through the windows...everything else is 16, and some areas im sure i could set higher...i also heard that its good to put all unseen faces (nodraw up to 1024!)

i might add a little bit of fog, to make the natural lighting look slightly hazy, that might look nicer

Nodraw faces are discarded by VBSP before they even get to VRAD :D
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Re: CS_Monkspark

Postby Hollow on Thu Sep 10, 2009 9:45 pm

ah, no need then :P
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Re: CS_Monkspark

Postby Hollow on Sun Sep 27, 2009 10:30 pm

i will be posting some new work up rather soon, just been a little bit busy recently and steam completely screwed up but, progress is steady...ive got the 3ds max trial program so i can convert the models now! yay! this map will get finished!! :D
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Re: CS_Monkspark

Postby Smurftyours on Mon Sep 28, 2009 1:37 am

Lets see some more great pictures including that ceiling fix.
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Re: CS_Monkspark

Postby Hollow on Mon Sep 28, 2009 2:02 am

yup yup yup, compiling now :smt023
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