Deathmatch Map "Cadmium" by tglass

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Deathmatch Map "Cadmium" by tglass

Postby tglass on Mon Jan 25, 2010 2:52 am

A map I've been on for quite a while off and on.

http://i37.photobucket.com/albums/e54/tomglass/dm_cadmium0016.jpg
Main warehouse area with rocket tower.
http://i37.photobucket.com/albums/e54/tomglass/dm_cadmium0017.jpg
Street outside warehouse, with 3d sky.
http://i37.photobucket.com/albums/e54/tomglass/dm_cadmium0018.jpg
Smaller room and hallway with stairs to second level.
http://i37.photobucket.com/albums/e54/tomglass/dm_cadmium0019.jpg
"Rocket Tower" with rooms below.
http://i37.photobucket.com/albums/e54/tomglass/dm_cadmium0020.jpg
Hole from second level to ground level where lab is hidden.
http://i37.photobucket.com/albums/e54/tomglass/dm_cadmium0021.jpg
Same street as before.
http://i37.photobucket.com/albums/e54/tomglass/dm_cadmium0022.jpg
Warehouse again.
http://i37.photobucket.com/albums/e54/tomglass/dm_cadmium0023.jpg
Two exploding traps to get people out of the open areas. Traps are blown after a short delay from a button on second level. There is also a delay to blow the trap again.

The main idea of the map is a battle between small areas and large areas... Large areas have traps and leave the player vulnerable, while the small areas leave the player with less areas to move around and get killed by other players.
I'd love me some feedback! Any kind of feedback.......... Thanks!
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Re: Deathmatch Map "Cadmium" by tglass

Postby Supervillain on Mon Jan 25, 2010 3:10 am

I really like the look of this. Especially the windows and such.

First SS: It looks like the floor is all level. Rather there should be a brush for the bottom layer of concrete, and another thinner brush above it with the tiles on it. Remove tiles where you'd like to give it that derelict feeling. Also, throw some spare "chunks" of tile around the bare concrete. Take a square and rotate it a bit, make some of different sizes and disperse them, etc etc.

Also, I KNOW it is easy to use the "hole in the floor/wall" model (and they are excellent place holders) but you really should create your own holes out of brush work so that you can texture it as you'd like. Other wise you have 2 separate types of concrete right next to eachother and it doesn't make much sense. You properly created both effects in SS#5: you created your own "hole" with clips, and layered the ceiling to show exposed portions.

I can't comment on HL2:DM gameplay (never played) but I like the look of this map :D Keep it up and happy mapping!
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Re: Deathmatch Map "Cadmium" by tglass

Postby thefight on Mon Jan 25, 2010 3:28 am

Dang man looks really nice!
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Re: Deathmatch Map "Cadmium" by tglass

Postby trcc on Mon Jan 25, 2010 3:50 am

Did you model the sears tower or its brush based? Looks like the real one at far distance with the fog :P

Looks good, but I don't see a lot of physics props to use to kill people (which was the only reason why i liked HL2:DM) But that's my opinion.
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Re: Deathmatch Map "Cadmium" by tglass

Postby tglass on Mon Jan 25, 2010 4:00 am

Thanks for the ideas, Supervillain! I think I will fix us the holes a bit. There are a few parts where I got lazy, but I think with displacements and the models I can give it a better look. And you mean with the tiles just rise them up a bit or lower the concrete below to show layers?

Thanks, fight.

The Sears Tower is made of brushes. Thanks, I used a few photo references, as well as peeking out my window to see it. Glad you like it. And I do plan on adding a lot more props. Any ideas which ones would fit the level?

Do you guys think I should leave the windows as they are (with the outside visible) or should I put a lighted brush there and mess with HDR?

Thanks.
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Re: Deathmatch Map "Cadmium" by tglass

Postby ErikKiller on Mon Jan 25, 2010 5:32 am

(img tags are your friends)
It looks a bit empty but the brushwork is really great!
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Re: Deathmatch Map "Cadmium" by tglass

Postby Supervillain on Mon Jan 25, 2010 6:01 am

Yeah exactly! A picture will explain better:

Image


The furthest highlighted tile is tilted a bit and resting on both the concrete and the other tile. Make different sized "tile chunks" too. You can even make teeny-weeny puny-baby brushes the size of each little black and white tile and throw them around too. I like using this "layer" technique for all sorts of rubble and things. It involves tons of copy and pasting, which is by far my best mapping skill :D

Didn't notice the Sears Tower before, I like it!
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Re: Deathmatch Map "Cadmium" by tglass

Postby haymaker on Thu Jan 28, 2010 5:09 am

youve done some nice atmosphere work here, looks good :)

If I may, a couple of points:

-By all means use Supervillian's idea, but be careful here and throughout the map, to playerclip to a uniform height. Little 8 unit things sticking up are just a pain and slow the play, not in a good way.

-Be careful with your railing placements, these can make or break gameplay. Remember that THIS IS NOT A REALITY BASED GAME, the speed of advanced movement needs fast escape routes and the like. Use railings where the guy behind it needs to protect himself and some assets whilst limiting his weapon options somewhat.

-Your exploding trap idea, pay careful attention to potential server lag

-In shot 0020 I love the visula effect but consider making that displacemnt/prop combo all nonsolid and use func_detail tools/invisible to create a nice smooth ramp outta there

-I kinda like the lack of throw-props. Now you can pay better attention to real weapon placement.

-Aesthetically you're doing very well. Personally I dislike that tile floor, it's just...meh. -I notice yr light_env and main spots are similar in tone, you'd get some nice contrasts here and there if you tried converting the spots to something like the Lockdown blue. -I would reconsider the intensity of the red lights too. -something about the light models in 17 and 21 looks clumsy and ill-fit.

Looking forward to a runaround.
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Re: Deathmatch Map "Cadmium" by tglass

Postby Supervillain on Thu Jan 28, 2010 4:06 pm

yeah haymaker brings up a valid point which I forgot to mention. Be very careful about what angle those spare tiles are at , and how they are affecting your surface height. Adding a thin clip (as suggested) can solve most problems. If you make your tiles VERY thin (1 or 2 units, maybe even 4 units) you probably won't have an issue with "stumbling" over them, but you should vigorously test to make sure. The worst thing would be for a player to die/miss a kill because he got stuck on geometry (which is barely noticeable and at ground lvl).

Keep it up! And lets see some more screens!
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Re: Deathmatch Map "Cadmium" by tglass

Postby Major Banter on Thu Jan 28, 2010 5:41 pm

Holy shit that's fantastic mapping! I'm gonna have to ask for lighting tips sometime!
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Re: Deathmatch Map "Cadmium" by tglass

Postby tglass on Mon Feb 01, 2010 5:03 am

Thanks again for the help, gentlemen...

Supervillain:
I have applied a small amount of the layer technique you showed previously. And I did keep the grounds as uniform as i possibly could. I also like to place angled clip brushes up to decorative support walls and other detailed, non-useful areas so the player does not get stuck on them during play. I'm glad you also enjoy the tower!

haymaker:
-Pertaining to the placement of the railings, I do not have them in all areas. I place them heavily near the traps to purposely slow down movement when players are running from them when the alarm is sound and lights go on.
-I do wish to test how the traps will work on a server. If you have any suggestions for optimization if it chooses to be a problem, I'd love them.
-As far as the env_light goes, I think I will play around a bit. I do think the lockdown one would not be a very good fit. I believe those are simulating prison spotlights. But nevertheless I think a contrast would be more visually pleasing.
-In screenshot 0020, I have set most of these static props as non-solid for the same reason you have stated.
-My other question is which light models do you mean? The ones on the structure or the c17 ones?

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