CS_Monkspark

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

Re: CS_Monkspark

Postby srredfire on Mon Dec 14, 2009 10:29 am

I'm curious, assuming this is still for CS:S, how big is the map size? Will this be small enough to download from servers?
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Re: CS_Monkspark

Postby Hollow on Mon Dec 14, 2009 12:10 pm

OK! iT WORKED!!
I got it to run, and it was awesome fun! seriously.
But there are a hell of a lot of things i need to sort out first before i let anyone test it out.

Problems to fix:

-Some models are very dark coloured in the light, possibly used a prop model texture accidently..
-Need to get rid of a few of the doors as it breaks up the flow,
-lights need to be brighter in some areas
-needs optimizing
-less prop_physics, as they go mad...and alot of the ones i'll keep will have motion disabled and a player clip round it for easy navigation
-need to adjust height for vents, as i couldnt test out sneakage stuff :lol:
-a few of the props were compliled with the wrong entity.
-make the glass breakable, next time round

Sounds like a lot but they are minor things i can fix tonight
I have images but because of the wierd prop thing, the shots look wierd, i'll record a vid tonight

But i'm glad it works and was an interesting paly....its actually quite a small map, just very dense, and lots of layers and routes

oh and Srred, at the moment the BSP is 19mb :? i'm guessing thats not so great for server downloads

Once I've fixed this stuff, I'll do another compile and for tomorrow, some of you lot can test!
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Re: CS_Monkspark

Postby evochinima on Mon Dec 14, 2009 2:55 pm

Rargh. why tomorrow? I want it NAOW!

But seriously, i'm really looking forward to this. 19mb is no biggie, but try n keep it away from exceeding 20. :smt023
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Re: CS_Monkspark

Postby Hollow on Wed Dec 16, 2009 5:28 am

OK dawgs.

Ma-hooosive update.
I've fixed all those problems in hammer, including fixing lots of others
added even more detail to roofs
made a 'proper' skybox
added the suggestion of having a dead guy by a torch for dramatic lighting...it looks very sexah
loads of other stuff

I'm Compiling NOW!!
and when i'm back in an hour or so, I'll get the map up online for playtesting
-remember its still not finished, i've got to add more props/deatil to the ground floor and some of the smaller rooms dotted about...then the outside needs a massive creative surge!

Here's hoping all goes well! :smt023
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Re: CS_Monkspark

Postby evochinima on Wed Dec 16, 2009 12:42 pm

NICE! :smt023
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Re: CS_Monkspark

Postby Hollow on Sat Dec 19, 2009 11:54 pm

GAHH
Sorry for the delay for testing on this...was in london the last couple of days.
Ran into a few snags, which i may need outside help on...

Basically, i think my CS:Source/SDK configs are messed as it can't find any of the sky names/textures when compiling, meaning that mad infinite sky problem, and no cubemaps :(

Also, i may need someone to take a look at the vmf for optimizing. I had to in the end just make a huge cordon box to compile the level as i kept finding leaks through my skybox (as props do not seal maps!! (DUH))
so it's optimization fail right now. Any tricks and tips or a volunteer to check it out would be nice!
i'll get some new screenies up for the time being anyway.

I just want this map to be as fun and polished as possible, and feel like i need some outside help to stabilize things a little haha...never been good with optimizing
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Re: CS_Monkspark

Postby Echo51 on Sun Dec 20, 2009 1:38 pm

If you have a leaking skybox, its a wonder you made something that purdy..
Source is my way of life, if i didn't have it, i'd be tearing down walls and altering my house all the time.
"NEEDS MORE SPACE"
*creates 32kx32k brush for floor*
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Re: CS_Monkspark

Postby Hollow on Sun Dec 27, 2009 7:49 pm

new images! quite a big update actually
lots more detailed added, these are new areas and updated areas...Added the torch suggestion on the second floor amongst other things, just need to get the outside done and a few more textures, and somehow optimize this messy bastard.

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as you can see in the last shot, for some reason it is happy to render static props and func_details (amongst other stuff) even when they arent technically visible...can you set fades for a multiplayer map? would it work? or is there some other way to optimize it?
Also, props are being lit rather strangley along with their light blue shadows as you can see. Thats why my frames don't match up with the world geometry, colourwise, not sure how to fix it :?
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Re: CS_Monkspark

Postby Major Banter on Sun Dec 27, 2009 8:20 pm

Last few shots on the roof are absolutely awesome.
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Re: CS_Monkspark

Postby Supervillain on Sun Dec 27, 2009 11:54 pm

That wireframe screenshot made me jump out of my seat! I'm terrible at optimization...... So I dunno what that issue is :/ Maybe you can use areaportals or something?

More importantly: those other screen shots are beautiful. I really like how the roof runs right into those interior areas, it gives a nice feeling of flow. And kinda reminds of me of my old (real old) middle school.

Keep up the good work man! I really hope you can figure out that optimization issue; is it really hindering performance in those areas?
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Re: CS_Monkspark

Postby source-maps on Mon Dec 28, 2009 12:05 am

looks like a very 'believable' building and the lighting looks relaxing
good job :)
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Re: CS_Monkspark

Postby Hollow on Mon Dec 28, 2009 1:22 am

Thank you! Yeah, unfortunately it almost crawls to a halt when i look at the school from the outside :/
I'm going to play around with fades in the prop settings... I need to somehow block them from getting rendered like an areaportal or hint, but i'm not sure if you can do them for outside areas...

I'll find out sooner or later!
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