[CSS] Nuketown WIP

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[CSS] Nuketown WIP

Postby Captain Terror on Sun Mar 06, 2011 12:15 pm

Image

> MORE IMAGES

Compile options: Fast VVIS with normal VRAD and HDR enabled.

Hi! I'm a new source mapper, who once upon a time mapped for goldsource.. I love the capabilities of source mapping, but i'm finding lighting very difficult...

I realize it's pretty frowned upon/pointless to clone existing maps, but i was inspired to rebuild this map fsr, and if nothing else, i hope it will serve as a good way to cut my teeth on the new features of the source sdk

This will be my first complete source map when it's done. I plan to add displacement mountains to the 3d skybox, and add displacements to the playable area.. All the interiors are there, they just need to be furnnished and have some interior walls added.

Thanks in advance for any comments/suggestions/criticisms!
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Re: [CSS] Nuketown WIP

Postby LordDz on Sun Mar 06, 2011 11:39 pm

You should never have to compile your map with fast Vis, you probably did not func_detail that shit up!
http://developer.valvesoftware.com/wiki/Func_detail
Like, press Ctrl + T on every small thing you see, put a nodraw texture on things you can't see etc.

Edit: Map looks good so far. :)
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Re: [CSS] Nuketown WIP

Postby Kosire on Mon Mar 07, 2011 1:34 am

Use the dust enviroment lighting and sky texture :)
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Re: [CSS] Nuketown WIP

Postby pk_hunter on Mon Mar 07, 2011 2:06 am

Yeah, the environment lighting definitely needs some colouring. Think pastel blues and oranges. Good to see another TWHL veteran on 'lopers :smt023
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Re: [CSS] Nuketown WIP

Postby Armageddon on Mon Mar 07, 2011 2:12 am

Someone has already done this, and much better. Just sayin'
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Re: [CSS] Nuketown WIP

Postby Ark11 on Mon Mar 07, 2011 4:59 am

Although it is an utter rip-off of the COD 7 map it's still great work, i'd like to see the finished product.
"Drop kick me Jesus, through the goalposts of life." - Robert Bare
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Re: [CSS] Nuketown WIP

Postby Captain Terror on Mon Mar 07, 2011 8:35 am

Thanks all! =)

Like, press Ctrl + T on every small thing you see, put a nodraw texture on things you can't see etc.

I will try that, thanks! No wonder it takes 32 years when i try compiling in normal vvis?! :o

Use the dust enviroment lighting and sky texture

I don't know why i didn't think of that.. thanks! :)

Hunter: hey man cheers! They have so much source-mapping content here.. it's great! =P

Ark11: ya i agree, my goal to recreate or make a perfect copy the map. I like sometimes when people clone a map, but they make innovative changes in terms of gameplay and visuals, but i am not that good yet... thanks for the compliment much appreciated! =)
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Re: [CSS] Nuketown WIP

Postby RA7 on Sun Mar 13, 2011 1:02 am

Armageddon wrote:Someone has already done this, and much better. Just sayin'


URL? PICS?? PROOF?
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Re: [CSS] Nuketown WIP

Postby Armageddon on Sun Mar 13, 2011 2:23 am

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Re: [CSS] Nuketown WIP

Postby Jordash on Sun Mar 13, 2011 5:14 am

Armageddon wrote:http://www.moddb.com/games/counter-strike-source/addons/gg-nuketown


That looks like almost like fullbright
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Re: [CSS] Nuketown WIP

Postby Armageddon on Sun Mar 13, 2011 7:00 am

So does the original. Play it, pictures make it look bad.
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Re: [CSS] Nuketown WIP

Postby Captain Terror on Thu Mar 17, 2011 5:16 am

Haven't worked on this much since my last post, but here is a pic with lighting and skybox changed as suggested, and you can see some very simple displacements in the background:

Image

Thanks all for your suggestions and comments so far! I need to add more nodraw blocks here and there, as you can notice the jeep model has no shadow. (is there a better way to do this?)

Probably the next thing i'll start working on will be the displacements in the playable area, and i'm starting to think on how i will handle care packages. i've put off finishing the 3dskybox displacements for now, cuz i'm getting frustrated with getting them to look right.

I'm also thinking of porting this to HL2DM, and possibly other mods.. Any suggestions in terms of pros and cons for this would be severely appreciated, i.e., how well the map would fit gameplay in a particular modification. I don't play HL2DM, but i feel ilke i'd have a lot more freedom with what i could do for care packages and other things..
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Re: [CSS] Nuketown WIP

Postby Captain Terror on Tue Jun 14, 2011 10:01 pm

For those who may be watching this thread, the demo is realeased! =)

New thread in Showcase
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Re: [CSS] Nuketown WIP

Postby freredarme on Fri Jun 17, 2011 12:03 pm

Lighting is very strange. Bloom explode my eyes.
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Re: [CSS] Nuketown WIP

Postby Sepehr on Thu Aug 25, 2011 4:12 am

Are you going to include the RCXD pathway?
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