A bridge too far.

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

A bridge too far.

Postby drock_1337 on Tue Dec 07, 2004 10:02 pm

Here's some pics of my very first map ever.

http://www.geocities.com/drock_1337/bridge1.JPG
http://www.geocities.com/drock_1337/bridge2.JPG
http://www.geocities.com/drock_1337/bridge3.JPG


Both teams start in buildings on either side of the bridge. The bombsite is in on the center support of the bridge. I know a big bridge that people fight over isn't ground breaking concept, but I think it would be a fun map to play on. I'm going to add lots of burned out cars and debris to use as cover. I added one car but it showes up as an error when compiled. I'm also going to add a service walkway on each side of the bridge that's a little lower to give people some options on how to get across the bridge. I'm still working on the lighting, 3d skybox, and water. I had water but deleted it because it was taking hours to compile. I'd like to hear what you guys think.
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Postby Anchorite on Wed Dec 08, 2004 12:38 am

Two things to think about: with that much water you may want to think about making it cheap water and take into consideration that your bridge is a wide open space, I advise learning about func_detail brushes and area portals if you are going to add any ammount of detail to the map. I'd suggest learning about hint bruhses too, but in a wide open space they probably wouldn't help much. I'm guessing the problem will be that from any point on the bridge your computer will draw pretty much everything on the bridge which will cause your fps to drop. It can work as a map, you just have to be strategic about where you place things like barrels and other details that will immerse the players - planning out where you put things is something you get better at with experience, so just have fun with it and you'll learn.
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Postby Blink on Wed Dec 08, 2004 12:45 am

Nice concept, huge map.

Hope you get it to run nicely, keep us updated.
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Postby drock_1337 on Wed Dec 08, 2004 3:27 am

I'm deffinently going to be using cheap water. I was actually trying to figure out if there was a way to make the water part of a 3d skybox, 1/16 sized cheap water should be cheap enough for most systems. Also, does anyone know if using fog to limit visibility would help with the FPS. I was planning on haveing the fog setup so you can only see a little over half the bridge at any time, to limit the power of snipers. As for details, I'll probibly just start with a car here and there to give players cover to advance with. The cover will be sparce enough that players will need to use smoke effectivly to advance without becoming awpbait. This map will deffinently punish teams who don't work together.
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Postby Cr4ig on Wed Dec 08, 2004 5:48 pm

1st screen = nice rocks
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Postby drock_1337 on Thu Dec 09, 2004 3:35 am

Update: Adding secondary walkways on either side of the bridge only lower to offer some amount of cover and options for how to get to the ever important middle platform. I'm also adding some damaged areas and debris on the bridge that could be used by a skilled jumper from the walkway to the bridge in places that you couldn't normally get to. I'm also going to make a rock canyon for under the bridge rather than water because it'll be a lot cheaper and easier to match up to a 3d skybox.
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Postby Cr4ig on Thu Dec 09, 2004 5:45 pm

can we have some updated screens plz :)
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Postby [REG-A] Black Hawk on Thu Dec 09, 2004 7:39 pm

that's looking good! If I were you I'd also think about converting the to dod:s when that comes out!
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Postby Cr4ig on Thu Dec 09, 2004 7:52 pm

would make a gd dod map - the brige being the central capture point :)

Or 1 of the places to bomb
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Postby drock_1337 on Fri Dec 10, 2004 4:15 am

Yeah, when I was making it I was thinking that it would be perfect for Firearms. I hope they make Firearms Source. It would probibly work for that Army mod I heard was in development.

Right now I'm working on whatever is going to be under the bridge. I was thinking of making it like a dried up river bed, that way I don't have to clog up everyone's systems with tons of water. For some reason though I have all this terrian added and yet it doesn't show up when I compile. Does anyone know why brushes and changes to brushes wouldn't show up after a compile? Also, am I limited to using the textures and models used in CS source or is there some place I can get more? I'd like to get some more junk in there, like cars with actual tires still on them. I'm also looking for roadblocks and sandbag textures/bunker models.
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Postby Jasard on Fri Dec 10, 2004 9:32 pm

looks very different, like to see it ingame :)
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Postby Spartan on Fri Dec 10, 2004 9:58 pm

Looks fun keep up the work. I'd like to see a lot more of a playable area though than just a bridge.
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Postby drock_1337 on Sat Dec 11, 2004 9:11 am

Hmm, perhaps. I think this first version will just be the bridge, I like how it really focuses the combat. One possibility would be to add a dam off to one side that was more close range interior combat. That would probibly have to wait until I release the final version of this map and I get more skilled at mapping.

Question for skilled mappers: I was making the 3d skybox and I wanted to make the rock cliff from the map match seamlessly with the 3d skybox terrian. However, when transform everything down 0.625 it only seems to change the displacements size, not height so it's very distorted so I can't get a good refference point. Any words of advice?
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Postby Cr4ig on Sat Dec 11, 2004 10:58 am

u need to add some surrounding area m8 even if it is just an area of ground "terrained up" witha cliff at the back to stop player gettin out.
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Postby drock_1337 on Mon Dec 13, 2004 10:41 pm

Update: About 50% done making the 3d skybox terrain. Looks sweet so far. I'm really having troubles with entities. I'm trying to place cars to use as cover but half the time I place them they only show up as glowing errors in game. I went through the entity guide but still didn't quite get which to use for what. Any advice would be apreciated.
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