Verticity

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

Verticity

Postby Smurftyours on Thu Oct 21, 2010 6:02 pm

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Special thanks to:

Vicpop (for hosting the server)
Chop (for the custom sky)
Canman (M4A1 bad ass)
MaK ( Going to die because he smokes)
Vcool ( Ninja assassin)
Mastersmith (Spends more time shopping for weapons then playing cs:s)
Armageddon ( The bad guy)
Hollow (Not the best knife fighter)
Srredfire (and his awesome nephew Kyle who narrated our entire play test one night.)

For play testing and giving me general motivation to continue making this map until its finished. I have been working on this map for awhile last summer, but after computer troubles lost interest and ceased to work on it. Recently I started working on it again and have been making major changes to get the map closer to being finished. For those who don't know, this is my remake of aim map "Texture city advanced" and I will credit the original designers for the original layout.
Last edited by Smurftyours on Fri Jan 07, 2011 4:35 am, edited 3 times in total.
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Re: fy_city (name needed) WIP

Postby SotaPoika on Thu Oct 21, 2010 6:22 pm

Verticity, because it looks like that map has quite alot of vertical gameplay.
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Re: fy_city (name needed) WIP

Postby Eyefunk on Thu Oct 21, 2010 11:14 pm

I agree. I love vertical gameplay, and it looks like you put a lot of time into this. Great job!
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Re: fy_city (name needed) WIP

Postby jgoodroad on Fri Oct 22, 2010 1:36 am

FY_slums?
===[]"

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current projects: nmo_boardwalk, nmo_asylum
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Re: fy_city (name needed) WIP

Postby Eyefunk on Fri Oct 22, 2010 3:15 am

That name is too generic. Need something creative.
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Re: fy_city (name needed) WIP

Postby jgoodroad on Fri Oct 22, 2010 3:51 am

FY_purlieu?
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Re: fy_city (name needed) WIP

Postby Smurftyours on Fri Oct 22, 2010 5:06 am

I was hoping more for crits rather then name suggestions, but thanks anyways. xD
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Re: fy_city (name needed) WIP

Postby Hellraz0r on Fri Oct 22, 2010 6:15 am

I'm really liking the look of it so far, however I do hope you plan on creating a 3d skybox as I think it will add to the entire map a great deal.

The skybox looks good, and I like the lighting, has a good feel to it.

Overall I think you've done damn good so far, just be sure to chuck in a 3d skybox.
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Re: fy_city (name needed) WIP

Postby Kosire on Fri Oct 22, 2010 7:57 pm

aim_ag_textured_city
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Re: fy_city (name needed) WIP

Postby mookie on Tue Oct 26, 2010 1:17 pm

First screenshot, the ceiling looks much too low, because of how close it comes to the archway. That probably can be fixed by making the archway thinner, since it looks to wide anyway. It needs more vertices, especially around the outside. It looks like you've got big lighting problems here too, maybe using a single arch to make this instead of three will at least clear that up on the inside. Best would probably be to make it a model or lose it entirely. This hallway looks too dead and open, probably because it's too wide. It may be OK, since I think you're backed into the corner of the map here. You could probably push some areas of the right wall 64 units into the hallway though, creating some non-crate hard cover here, and add some depth to the map by adding dummy doors (or anything) to the recessed areas. The ceiling is bad with the dark grey on the upper walls. You should find a way to fill the entire wall with one texture, or make the area above the moulding match the ceiling. Also, having the moulding run into the archway is not a good look. I'm not sure about the texture you used, but a lot of textures have versions with and without trims and moulding, so you might be able to shift the texture to have the moulding reach the ceiling, then just switch the bottom half of the wall to an alternate texture so you don't have a black line running two feet off the ground.

Second screenshot, the columns are fat and ugly. A rule of thumb is that the height be six or seven times the width of the footprint, here it looks like three or four. The concrete texture here is not a good choice, something in a smooth but noisy stone, or painted, would probably be better. You don't need a reverse-capital on the bottom, all it really does is force you to stand a little further away from the column, making it slightly less useful as cover. Circular might be a bit much to ask for here (and considering the theme of the map) but you might try clipping off all four corners (like a piece of paper in the new Battlestar Galactica) to see how that looks. I'm not sure what's behind the doorway here, but it might be more interesting to increase the number of columns and create a second door.

Third screenshot, either you messed up the light entities around the lamps on the top floor, or they need some non-default cubemaps very badly (possibly both). It looks like these lamps are getting lit from above. A lot of times it's necessary to have a light_spot to cast the cone of light, and then a weak light to cast light up onto the prop. The roof of this building is visually very weak, and since there's a stairway going up there you definitely need to do something. Obviously also, the void that is the edge of the map will need to be filled before this area begins to look complete. The little stairways here (and also in the first screenshot) don't seem to fit in visually, both in terms of texture (too light, and tiles) and the rounded corners. They take up a lot of space on the ground, because the slope is very shallow (2:3 is usually good for stairways, but these look more like 1:3) and they are wider than necessary where they get to a doorway. The columns here look very strange. Normally even columns that are completely decorative give the illusion that they are supporting something, here they actually poke up above the floor. Also, it looks odd to have them sloped on the corners, but straight vertical where they touch the wall.

Fourth screenshot, not too much going on here. The number of ladders visible in one view is absurd (I count 8, but it's dark so there might be more), and highlights a design problem with the map: too many ladders. Bots have problems with them, players get stuck on them by accident, players go up then slide off the side and take fall damage. Having a ladder stuck to pretty much every wall takes a lot away from one of the main feature of a vertical level, which is there are a lot of one-way trips. If you're above someone you can just jump on them, but if they want to get to you they have to go around. With this many ladders, the whole outside area is not much different from a flat area, with the downside of a lot more navigation obstacles.

Fifth screenshot, the foot of this colonnade/concrete block doesn't look good, the columns should get to the ground, or shouldn't be flush to the edge of the block they're standing on. I can't see the billboard very well, but the lightglows on top of it look unnecessary. The curbing around the ground where this screenshot is taken also seems unnecessary, and out of place.

Sixth screenshot, the building straight ahead, as well as the walls on both sides, highlight that the ambient light needs to be turned up. These areas are close to pitch black.

The texture selection overall seems too diverse from a small type: dirty and worn down. The number of different dirty and stained concrete textures is too high. They don't really match each other, and the effect is like dressing up in four different shades of black. Try to make each building exterior consistent with itself, and don't use the same texture type (concrete, brick, metal) twice on the same building unless the two textures contrast strongly, or, ideally, are different versions of the same texture.

Looks like a nice design overall, although maybe too small to go much over 5x5.
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Re: Verticity

Postby Smurftyours on Fri Jan 07, 2011 4:38 am

UPDATE:
I had to take a step backwards though and delete most of the surrounding buildings so I could re stylize the main ones.
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Re: Verticity

Postby Groxkiller585 on Tue Feb 01, 2011 2:07 am

I am liking the color scheme in the allyway.
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Re: Verticity

Postby goldendeed on Tue Feb 01, 2011 2:19 am

It would be a really fun zombies map.
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Re: Verticity

Postby Kosire on Tue Feb 01, 2011 2:51 am

Use the road texture from cs_assault and make the carpet with trim like in cs_office and add lamps into the ceiling instead of that flying sprite stuff unless you just placed them there to do it later..
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Re: Verticity

Postby joe_dirt976 on Tue Feb 01, 2011 6:10 am

just being picky, but the floors in the office building are too thin. I'd go with something like 16-32 units thick just for a touch of realism. Other than that though, looks nice.
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