Tech-Noir

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Tech-Noir

Postby Crash-Headroom on Sun Jun 17, 2012 11:40 pm

Hi everybody! name is Crash-Headroom (new to having an account but been lurking round lopers for many years, getting ideas and enjoying maps from afar).

I come here today to get so a bit of help and a bit of advice on my maps, here are a few images of my work:

First up, this is a multi-player map i've have been working on for CS Source/CS GO (when it's released). Im very cyberpunk influenced, and tend to make my maps on the dark, grungy, neon lit side. The concept was to make it look asif it were a hollowed out missile silo. I think It KIND of looked that way in the end.
CT's will start off at the front of the map here, at the public entrance:

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Head through into the lobby:

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Top view of dance floor from behind chain-link fence:

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Some arcade machines:
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Dance Floor:

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View from DJ Booth:

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the map has a few other areas but they are still being worked on.
Also, here are some pictures of my short lived mod, Toxis (made with help of Jenkins_08):

Some pictures of the underground lab I made (was supposed to be underneath a sub at the bottom of dried up ravine):

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Finally A shot of the capitol building, with a nod to blade runner to the right of it:

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Now the maps themselves are very unfinished and most of the stuff inside the maps is brush work (im no modeler). I have also lost my texture artist, so I was also wondering if there is anyone out there willing to help out? maybe resurrect toxis with some luck.

But anyways that is my work, hope you enjoy it and please if anyone has any ideas of stuff to add/subtract then PLEASE say so.

Crash-Headroom
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Re: Tech-Noir

Postby Stormy on Mon Jun 18, 2012 3:13 am

I think you need to use the different primitive types for your brushwork. It looks like it is all made from the cube. For instance the poles supporting the jetty realy could do with being cylinders. You also need to be more liberal with your func_details, the doorways in that sub need some brushwork to define a door frame, and the texture needs to be broken up. Consider just how a wall is worn, don't just apply a general wash of rust across the whole wall. The bottom corner of the wall where it intersects the floor is generally where the dirst builds up, while at about shoulder height you sould have most of the people-related marks like scratches, smudges and stains (of course, very subtly) and then the top would be pretty much clean and only open to the weathering from the general atmosphere.

I would suggest that losing your texture artist wasn't a particularly bad occurence, with a few weeks practice you could make those textures. For VMT details you can start here. It's really quite easy. If you can use hammer you can make .vmt files
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Re: Tech-Noir

Postby Crash-Headroom on Mon Jun 18, 2012 9:24 am

Well alot of the jetty work is actually dicplacements....they arn't squared off they are quite smooth..but yes I agree most of my work is very blocky, and no i've tried texture tweaking, im useless at it, im not an artist, nor am i a modeler...
but still thanks for the feeback :).
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Re: Tech-Noir

Postby Armageddon on Mon Jun 18, 2012 9:53 am

Wasn't this a mod at one point? The first arcade room looks very familiar.
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Re: Tech-Noir

Postby Crash-Headroom on Mon Jun 18, 2012 11:09 am

Yes it was, Toxis Residuum. Kind of went on hold when i couldn't get the help, was only me and 1 other person so i turned the map (or tried to) into a CS map. heres some of the work :):
http://www.moddb.com/mods/toxisresiduum
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Re: Tech-Noir

Postby Armageddon on Mon Jun 18, 2012 8:53 pm

I think I may have joined the mods in it's first weeks and then left. :P
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Re: Tech-Noir

Postby Crash-Headroom on Mon Jun 18, 2012 9:33 pm

I dont seem to remember you....we had some guy called Mr.Walrus and....pontiac i think he name was, can't say i remember ya name bud....maybe you were talking more to jenkins? looks like ya hated it anyways if ya left after 1 week lol
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Re: Tech-Noir

Postby Armageddon on Mon Jun 18, 2012 9:47 pm

I didn't hate it, I just lost interest(lazy), and yes I think I talked more to Jenkins.
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Re: Tech-Noir

Postby mookie on Wed Jul 18, 2012 1:30 am

Is this going to be a counterstrike or defuse map, or something else? It seems like you're arranging it as cs but I don't see mention of hostages anywhere.

I looked at the screenshots before reading much of your post, and didn't get "missile silo" at all. It may be more apparent from walking around. To make this theme work, it will probably need to be much more overt. Grey concrete walls, more hazard striping, and decoration with a cold war theme.

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This is the picture that seemed most promising, in terms of suggesting what kind of design might support the theme. Several levels, most of them basement, with a visually clear path (could be glass or transparent metal flooring) leading up the center and out through a skylight might work. I found a lot of pictures of cylindrical tunnels, but, without good models, that's unlikely to look good.

The biggest concern for me with a missile silo theme is gameplay; it sounds like something that will go towards a very linear flow. It's probably doable, but means either having a lot of gameplay outside the silo itself, or dividing the silo up into discrete gameplay areas (probably vertically, unless the silo is very large laterally). Right now it seems like the flow is in through the front door, straight forward down the lobby, then directly into the main room. Unless there are more ways to go, this will be a disaster.

The outside doesn't look very good. The 3D skybox is OK, except for the one building whose top fades out for some reason. But, the contrast between the clean black-and-white buildings in the skybox and the brown-tan buildings in the map makes the map look bad, especially considering how much darker it is. Try starting with cold ambient light from light_environment strong enough to see all the walls, and then adding the warm yellow streetlights to brighten certain areas.

The brushwork on the stairs is big and blocky, and for now you're setting yourself an unnecessary challenge by putting the stairs at odd angles. Change each stairway to be parallel to the X or Y axis, make each step 8 high and 12 deep, then experiment from there getting the steps and edging to look the way you want. Don't forget to vary the texture offset along the steps; stairs look immediately better if there isn't an irregularity in the texture that runs straight up them like a seam.

The columns around the second story exterior seem pointless. The only thing that draws the eye here is the red and cyan Christmas-like lighting. A second tier of bare walls with a neat stone texture would look much better for now. The textures out here could use a big change, especially the concrete tile floor.

I'm only mostly sure that the Tech Noir logo is brushwork. This badly needs to be a custom texture.

The textures in the main hallway look nice individually, but they don't really support each other very well. The walls could go well with the ceiling if they had an edging along the top, but the floor textures don't really fit with the walls or the ceiling. The pipes in the corner match the cleanliness of the walls, but stick out too much visually against the black walls, as do the windows and metal sconce-lights. Gameplay here is a big concern; the straight hallway will be difficult to push past, and the fact that the barrier in the middle is transparent (fencing) makes that worse. A solid barrier in the middle, with a large gap in the middle to walk from one side to the other, would probably be much better, as would shielding this hallway from the main room.

Inside, the lighting is not bright enough for the dark grey and black textures. The highly-saturated lights produce a nice effect on the speakers, but otherwise they're just contributing to a mess of colours. Changing these to be more complementary might help. What's really hurting the inside is the overuse of metal textures that don't go well together. A fairly busy light-dark grey metal for all the beams, a noisy metal ceiling, two different transparent metal floors, black metal walls; it's too much, and no two of these textures really go together. Try limiting yourself to two or three different shades of grey in one area. Also keep in mind that transparent metal textures, especially floors, tend to look terrible from a long angle; they go either opaque or invisible.

For gameplay purposes, I'm struggling to see anything positive in the inside. All the interior walls and most of the floors are transparent.

The concrete ceiling and especially the pipes hanging down from it are basically extra noise in an area that's already too busy. Unless the ceiling is supposed to be a visual feature, it should just be the simplest background for the map that's so unobtrusive you don't notice it. There is so much going on visually, that the ceiling here doesn't need to compete with the room. If you took all the pipes out and made the ceiling pitch black, it would immediately be better.

http://mookie.mksvx.com/pictures/IMG_0023.jpg
http://mookie.mksvx.com/pictures/IMG_0025.jpg
http://mookie.mksvx.com/pictures/IMG_0024.jpg

Notice how everything above the ceiling is black. When the lights aren't blasting down onto a hockey sheet, it's almost impossible to make out anything up there.
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Re: Tech-Noir

Postby joe_rogers_11155 on Thu Jul 19, 2012 6:16 pm

this mod showed promise and then faded away. im glad to see that its back. but the mapping needs some attention and detail.
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