(cs)_TheSaintsWillNeverCome, possible zombie survival map

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(cs)_TheSaintsWillNeverCome, possible zombie survival map

Postby Esrange on Fri Dec 25, 2009 3:48 am

If this looks familiar, you probably saw an earlier version of this on Facepunch.

This is a little project i've been working on for the past... month? I'm not sure when i truly started work on this because bits and parts of this map have been erratically added over a year or so, i've only started true dedicated work not too long ago.

The design i'm going for on this map is a sort of "Black and White" look (not the game), I was going for stark contrasts between the "human" zone and the "zombie" zone.

The human zone (white curvy building) is a light metaphor for an oasis in a desert. The surrounding areas looking dark, decaying yet the building (for lack of a better word) is a little sparking hint of life in an otherwise lifeless world. I wanted it to have a peaceful, almost unspoiled look to it, like it was immune to all the destruction and chaos around it; which is one reason the (survivors) flocked to it.

The zombie zone (textured "Terminal Hotel") is made to have a stark contrast with the human zone, an obvious metaphor for the ruin and decay that would come around in a world ending situation. The building might of had a grand look to it once before, but now it's scummed to the ravages of time and moral decay, the once grand facade covered with wear and graffiti and it's windows boarded up to let no light or life into it's dark soul.

I'd like to note that the map is indeed WIP, the white (Dev) textures you see are just there until i can find better textures for it.
Also note that i've been constantly working on it, so a few minor details may have been changed.
And now, for the pictures. A few of them (mainly the inside of the human building) are old pictures, but still mainly unchanged.

ZOMBIE 'AREA'
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HUMAN 'AREA'
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Other Map Details
- The stained-glass windows in the human building are detailed, each pane of glass breaks individually.

- This was originally a test map for arch making (hence the name in some of the pics, 'church_arch_test')

- The name "The Saints Will Never Come" is from a sound piece in Left 4 Dead 2

- I was shooting for a more "southern" style to the zombie building, like some building in the french quarter in New Orleans

- I'm not sure what the final product will be, it might turn into a regular CS:S map or some sort of zombie survival.

Any comments and/or criticism is welcome! I'd love some ideas on how to improve this, and if anyone has any textures for the human building i'd love to see them.
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Re: (cs)_TheSaintsWillNeverCome, possible zombie survival map

Postby RA7 on Fri Dec 25, 2009 11:52 am

A very nice solid start, altough the inside of the chruch needs sum details. Good job.
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Re: (cs)_TheSaintsWillNeverCome, possible zombie survival map

Postby Noodles on Fri Dec 25, 2009 12:37 pm

Seriously, what the fuck is it with Zombie maps and LOTS OF CRASHED CARS?

Lose them. The rest of your map appears to be imaginative and interesting and then you go and place a damn scrapyard in the middle of it.

Also, the church is nice, but too bright. I get the modern style but it's placed opposite what can only be called a slum that is boarded up and graffiti'd, but you expect me to believe the church walls won't be graffiti'd?

Sure, I get the metaphor, but get some grit in there.

Also the hotel looks very...Havana. Like it!
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Re: (cs)_TheSaintsWillNeverCome, possible zombie survival map

Postby Furling on Fri Dec 25, 2009 2:45 pm

Looks nice

I understand your idea of the contrast between the 2 buildings, but perhaps it's just too strong to look natural. Perhaps add some barricades (sand bags, wood wall etc) on the street side of the church fence and I believe you'll get a much nicer transition.
Also, I believe some white sheets or banners (or whatever they are called..) on sides of the church and the small terrace can give it a nice touch and emphasize the metaphor you are trying to achieve.
The cars are OK in my opinion, but definitely get rid of the fire. Trust me when I say that when a car gets into an accident, it does not burn indefinitely ;) And i somehow doubt the map takes place within the first few hours of whatever caused the accident. Perhaps add some dirt (via displacements) and more junk on the road under the cars as well, as it seems too clean atm.
Inside the church, experiment with lighting, churches are generally very suitable for god-ray effects, they make it look very lovely.

Having nearby buildings cast shadows on the hotel will also help achieve the sense of darkness and abandonment. Also experiment with the time of day, I somehow feel the lighting of evening or even a sunset could make the map look more epic, but I am sure you just haven't worked on that yet, so that's more towards the finishing stages of development.

Either way, the map looks nice, keep up the good work :smt023
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Re: (cs)_TheSaintsWillNeverCome, possible zombie survival map

Postby Esrange on Fri Dec 25, 2009 7:16 pm

Thanks for all the replys!
I'll get rid of a few of the cars.
And as for the church i'm planning on adding some grit/barricades around it, like i said i still need to find textures for it. The white isn't going to stay.

-edited-

I've deleted all but 3 cars and the burning tanker truck, need to add some decals 'n stuff to the road.

Also thinking of adding a smoldering pile (of bodies or something)
Still tinkering with the idea, so ignore the map it's in, it's just something i made to test entities/other things before i put them in the final map
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It needs more bodies, i know...

My very crappy attempt at adding some color correction. All i did was make it...darker...
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Bah humbug. I tried to give it that "washed out apocalyptic" look but failed miserably.

Oh, and my lovely graffiti, you can tell i'm a master at photoshop
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Re: (cs)_TheSaintsWillNeverCome, possible zombie survival map

Postby RA7 on Sat Dec 26, 2009 11:56 am

Hmmm zombie BBQ........:)
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Re: (cs)_TheSaintsWillNeverCome, possible zombie survival map

Postby Major Banter on Sat Dec 26, 2009 6:09 pm

As others have said, your mapping is solid, but you need to capitalise on the abstract style that you're using - triggered colour_correction is much more the way to go than solidly dumping it on - and you're also going to have to be very careful in your transitions; the street outside the human area looks much too sharply cut into the undead areas.

Aside from that, fucking good work.
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Re: (cs)_TheSaintsWillNeverCome, possible zombie survival map

Postby Esrange on Sat Dec 26, 2009 7:13 pm

Major Banter wrote:As others have said, your mapping is solid, but you need to capitalise on the abstract style that you're using - triggered colour_correction is much more the way to go than solidly dumping it on - and you're also going to have to be very careful in your transitions; the street outside the human area looks much too sharply cut into the undead areas.

Aside from that, fucking good work.


Yeah, very good points.
I'll try and add some color_corrections, but i utterly fail at making them work right. If there was a tutorial on how to use color_correction properly (I already tried the one in 'tutorials'), that would be nice
And my plan is to add some wooden/quickly placed barricades along the fence line to the street (some of it knocked over so the zombies can get in, of course)
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Re: (cs)_TheSaintsWillNeverCome, possible zombie survival map

Postby Major Banter on Sat Dec 26, 2009 7:20 pm

With color correct the best way to learn is to experiment, or cheat and use the last option (I forget the name) - you can do the most important tweaking with that one easily.
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Re: (cs)_TheSaintsWillNeverCome, possible zombie survival map

Postby Esrange on Sat Dec 26, 2009 7:22 pm

Major Banter wrote:With color correct the best way to learn is to experiment, or cheat and use the last option (I forget the name) - you can do the most important tweaking with that one easily.

I've tried messing with curves and hues and anything else there. I just can't seem to find a good blend. But i'll keep trying
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Re: (cs)_TheSaintsWillNeverCome, possible zombie survival map

Postby Major Banter on Sat Dec 26, 2009 7:25 pm

Good stuff. De-saturating is a quick fix for most awesome things, and a cheap overlay can add a lot. As I've said, experiment with every option; the one with Hue, Sat and Gamma is the best by far. Good luck!
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Re: (cs)_TheSaintsWillNeverCome, possible zombie survival map

Postby Esrange on Sat Dec 26, 2009 7:51 pm

Upon further messing around with color_correction, i have determined that i have no clue what i'm doing.
But I did come up with 3 different things
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What i want to try and make is something like from Raindrop
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That kind of grungy look to it
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Re: (cs)_TheSaintsWillNeverCome, possible zombie survival map

Postby Major Banter on Sat Dec 26, 2009 8:07 pm

Major Banter's idiot guide to CC.

Forgive the lack of pictures, Windows 7 and Ep2 printscreening don't get along.

THE INTERFACE

Enter map.

Open Console with ` button.

Enter COLORCORRECTUI

THE USEFUL BIT
Click "New"

Click SELECTIVE HSV (or something similar)

Click "New"

Click COLOR BALANCE (or something similar)

Forgive shitty iPhone pic.
http://i154.photobucket.com/albums/s257/skelhon/004.jpg

You should have this. If so, go crazy, it's all you need.

And don't do what I have an forget to check "enable"
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Re: (cs)_TheSaintsWillNeverCome, possible zombie survival map

Postby Esrange on Sat Dec 26, 2009 8:48 pm

I guess i just need to push the sliders around untill i get something
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Re: (cs)_TheSaintsWillNeverCome, possible zombie survival map

Postby Esrange on Thu Jan 07, 2010 2:36 am

Sorry for the bump, but i got an map update.

Besides fix a few bugs 'n stuff, i took some of the advice.

First i removed a few cars and added a few trash decals, so the street looks more abandoned then a junk yard.
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Next I added some barricades and stuff to the church side. Some of the props are from Insurgency (sandbag models)
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Note part of the fence is off, that will be where the humans can exit by jumping on the plant things behind the fence.

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After that I decided to add another enterable building (which I call the 'Rats Nest')
Basically I wanted it to look like a previously abandoned building that was turned into a makeshift shelter inside (for hobos and that sort)
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The roof is partially fallen in, providing a good source of ambient light

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View down though the building from the roof

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Second story (not accessible unless you noclip)

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Outdoor look at that hole

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You can just see another hole in a wall (another picture)

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This is the 'Rats Nest', i wanted it to look lived-in and like it served for a makeshift home for several different groups.
The wall was made to look like it was cobbled together to try and gives the space a bit more privacy or something like that

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I tried not to use too much graffiti on the walls.


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Here are some misc. pictures of the church
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So tell me what you think!
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