CS_Monkspark

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

Re: CS_Monkspark

Postby Hollow on Sat Dec 12, 2009 3:52 am

I'm bumping this thread, because, after getting back into the flow of college again, it's all settled down and I'm coming up to the xmas break, meaning lots of free time to work on this! I'm not gonna let this die.,,,

New screenies by this time next week, otherwise, I'm bloody donating the map to someone to finish :roll:
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Re: CS_Monkspark

Postby evochinima on Sat Dec 12, 2009 12:37 pm

Give us a bsp to test! :D
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Re: CS_Monkspark

Postby Hollow on Sat Dec 12, 2009 6:17 pm

i would dude, seriously, I would give you the map straight away.... but I'm still in a dilemma. This was the reason why I stopped progressing with it....I can't compile the whole level simply because the brush number has hit the roof. I was trying to figure out how to convert it into a model, but gave up when it came to texturing, as i have no skills in 3ds max. I'm going to attempt another go at it. All I want to do is apply the image I have as a texture onto the frame then work out how to export it back as an mdl. Any tips on getting this to work?
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Re: CS_Monkspark

Postby evochinima on Sat Dec 12, 2009 7:14 pm

if all else fails, remove the basement area. That'll save you a few brushes atleast. As far as i could tell the rest of the map seemed solid enough.
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Re: CS_Monkspark

Postby nub on Sat Dec 12, 2009 7:48 pm

Try and look in to a program called Propper. It allows you to create props out of brush work using the compiler in Hammer. It even saves the texture info as a skin and creates a collision model automatically. You don't have to use any 3rd-party programs like 3DS Max or Milkshape. You could convert most of the detail brushes in to large-scale props and greatly reduce the amount of brushes you're using.
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Re: CS_Monkspark

Postby vcool on Sat Dec 12, 2009 7:51 pm

Don't forget to texture the sides you don't see in NODRAW. Those faces will be removed that way.
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Re: CS_Monkspark

Postby Hollow on Sat Dec 12, 2009 8:19 pm

wow, Nub, serious? ok, I'm looking into that tonight!!
like I mentioned before, its literally a translation of brushwork with texture (it only use one texture) to model with texture thats it...so if Propper can do that, then, this is back online! :D then I can flesh out the outdoor areas in a basic manner and get some testing done!

EDIT: ok, from reading on Valve Developer Wiki, this program is perfect! Yay! :-D Thank you for pointing me to that program!! How long has it been available?
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Re: CS_Monkspark

Postby Hollow on Sun Dec 13, 2009 9:48 am

Propper is the most perfect perfect tool! :D
It works absolutely perfectly!

I'm going to port it over to CS:Source then map out the rest of the outside (in a basic form) then test it with bots!
Then I'll do a few public tests, whilst I'm finishing up detailing and finishing!
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Re: CS_Monkspark

Postby Artanix on Sun Dec 13, 2009 10:44 am

Wow, this map looks amazing! I can't wait till a beta is released!
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Re: CS_Monkspark

Postby evochinima on Sun Dec 13, 2009 11:36 am

It does indeed, and welcome to interlopers Artanix :)
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Re: CS_Monkspark

Postby Major Banter on Sun Dec 13, 2009 1:12 pm

Continues to be my favourite map on Interlopers.
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Re: CS_Monkspark

Postby evochinima on Sun Dec 13, 2009 2:01 pm

Im just a little worried that this map may fit better as a SP map.
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Re: CS_Monkspark

Postby Hollow on Sun Dec 13, 2009 11:30 pm

yeah, Evo, it has got enough character to be part of a SP! I may, port if over to L4D/2 once this is finished!
And gosh thank you Banter :shock: . That's like the most awesome comment ever :-D

Some news. I've ported it over to CS:Source, just need to re-texture a few bits and bobs. I'm going to map out the rest of the Outside in a very basic manner, then TONIGHT, I will test it with bots..OH yes!

Then, all I have to do is detail the rest of the inside, and work my arse off to get the same quality for the outside, which will look glorious if it translates to the map properly!

New screenies or a vid of an alpha with bots hopefully tomorrow! :smt023
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Re: CS_Monkspark

Postby Artanix on Mon Dec 14, 2009 8:09 am

Thanks for the welcome, evochinima. I saw this map and just had to register and leave a reply.

On topic: I can't wait to see a video or more screenshots! :D
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Re: CS_Monkspark

Postby Hollow on Mon Dec 14, 2009 9:08 am

Thats really appreciated that you took the time to sign up and comment because of my map! :[]: I feel priveleged :D
Anyways, welcome, aslo...and get used to seeing some real high quality work from this website Artanix, there are some real geniuses about these pages :wink:

Big update by the way! Made big, big progress. I'd say 75% of the indoors is finished...the 2nd and Third floors are very nearly done. All it is is the a few of the corridors on the bottom floor, adding light fixtures, and sprucing it up. I've made the building itself more detailed in design, the roof section has loads of extra stuff. I'm very nearly compiled, to run my first test in CS:Source, with a 5v5 bot match, I will be taking lots of screenies of this. Then once this has been done, I can begin work on adjusting stuff and working on the outside sections.

Fixed the ceiling panels and thinned out the window frames too!
I will then let a few of you guys 'alpha' test it...point out ideas/problems/gameplay stuff etc

Unfortunately, the only problem ive had was a random overlay error, meaning i had to delete ALL my overlays, otherwise, it would have been hours to wade through every single one to find the culprit. Hey, not a massive issue

Expect another update in an hour or two!
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