de_monastery

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de_monastery

Postby Warfare on Sun May 06, 2012 5:36 pm

Hello guys,
I've taken a long break from level designing for Counterstrike:Source, but after many years the designing itch started again. This time however, I have alot of references and a good idea for building a map.

The location is based on a tibetian monastery in the mountains. I planned to make an outside- and a inside area.


This the overview of what I have at this state

Image

The front of the monastery:
Image
I need to redo the cliffs here, they look out of place compared to other rockfaces I have.

Passage to the main entrance
Image
needs to be lighter, and fix the displacement lightleaking.

Overview of the main entrance
Image
roofs need to be fixed, traditional roofs have some sort of "curve" to them, and the rocks/cliffs again.

Small passage to the side of the monastery
Image
needs to be alot lighter, more detail

Bombsite B:

it is (was) a praying area for the inhabitant monks

Image

Image

Image



Your idea's and critism are welcome!
Last edited by Warfare on Mon May 07, 2012 1:42 pm, edited 1 time in total.
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Re: de_monastery

Postby MacKenzie on Mon May 07, 2012 3:56 am

It looks fantastic, but I hope you know CSGO has a map planned called de_monastery as well.
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Re: de_monastery

Postby Jangalomph on Mon May 07, 2012 4:00 am

Looking pretty fantastic! but I don't see the problem you wish to fix.
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Has anyone really been far even as decided to use even go want to do look more like?
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Re: de_monastery

Postby Stormy on Mon May 07, 2012 4:21 am

That looks fantastic! but I think you should change those candles from a brush to a model.
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Re: de_monastery

Postby Armageddon on Mon May 07, 2012 4:38 am

To fix the texture overlapping make them $alphatest "1".
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Re: de_monastery

Postby Epifire on Mon May 07, 2012 5:28 am

Oh man, for some reason that totally looks like it would be a place in the Thief universe. Thumbs up for getting me to say that one, Thief is a series I hold in high regard. :smt023
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Re: de_monastery

Postby Warfare on Mon May 07, 2012 9:20 am

Thanks for the replies guys, I appreciate them. :)

Armageddon wrote:To fix the texture overlapping make them $alphatest "1".


Thanks, that did the trick. :D

Black_Stormy wrote:That looks fantastic! but I think you should change those candles from a brush to a model.


Yeah, I was thinking of replacing it. Unfortunately, I'm a total noob when it comes to modelling etc :( . Maybe someone on the forums could make a model for me? ;-)

MacKenzie wrote:It looks fantastic, but I hope you know CSGO has a map planned called de_monastery as well.


Damnit, are you kidding me? Well then, I'll just have to find another appropiate name...
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Re: de_monastery

Postby Text_Fish on Mon May 07, 2012 11:41 am

Warfare, you can use Propper to make simple models within Hammer itself. It might be advisable to use that for the candles and you could also use it to make 3D supports around the top of the pillars instead of just textures, which will always look a bit funny from the wrong angle.
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Re: de_monastery

Postby Warfare on Mon May 07, 2012 1:52 pm

Text_Fish wrote:Warfare, you can use Propper to make simple models within Hammer itself. It might be advisable to use that for the candles and you could also use it to make 3D supports around the top of the pillars instead of just textures, which will always look a bit funny from the wrong angle.


Wow really? I never knew such a tool existed, i'm gonna play with that asap. :-D

Anyway, I've updated the first post with more screenshots of the outside area.

Also it seems I've encountered a weird problem with some walls in my map:

Image

As you can see, the textures are getting cut for some reason? it's only in those areas. In hammer, everything's normal, no brushes clipping or whatever. The compile log didn't gave me errors nor leaks. Also, if you look at it from a specific angle you will get the "leak effect' through those open spots.. :|
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Re: de_monastery

Postby Jordash on Mon May 07, 2012 1:59 pm

I've seen that happen when a material's vmt is marked as a model material. Or it could maybe be a vis problem, are all the smaller brushes tied to func_details?
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Re: de_monastery

Postby Smurftyours on Mon May 07, 2012 2:35 pm

Too many vertices on that face is what is most likely causing those errors.
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Re: de_monastery

Postby Warfare on Mon May 07, 2012 2:46 pm

Smurftyours wrote:Too many vertices on that face is what is most likely causing those errors.


They are square brushes, nothing fancy.

Jordash wrote:I've seen that happen when a material's vmt is marked as a model material. Or it could maybe be a vis problem, are all the smaller brushes tied to func_details?


I used the same texture all over the place, yet only those areas are affected. the brushes where the problem occurs are ordinary brushes. All the small blocks in front of them however are func_details.

I bet it's a vis problem seeing it took an hour to compile, whereas the two seperate areas take 3 minutes each to compile. :?
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Re: de_monastery

Postby cz_squishy on Mon May 07, 2012 6:11 pm

Warfare wrote:
Smurftyours wrote:Too many vertices on that face is what is most likely causing those errors.


They are square brushes, nothing fancy.



I've had it happen when using block light brushes doesn't matter if they're square or not
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Re: de_monastery

Postby Dives on Mon May 07, 2012 6:42 pm

Warfare wrote:
Smurftyours wrote:Too many vertices on that face is what is most likely causing those errors.


They are square brushes, nothing fancy.


World brush faces get split up in complicated ways when they are being touched by other world brushes. func_detail as much as you can.
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Re: de_monastery

Postby Hollow on Mon May 07, 2012 7:25 pm

Looks pretty cool, except those are some insanely square cliffs and it's taking the believability out of the interesting location choice. It's not doing the actual monastery (which looks great) any favours right now in making it stand out. It might also be the rock texture that currently looks a little too repetitive.
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