This map still needs more love, say what you will but I'm posting another list for you.
0:04 - Light goes through the door while closed. (Unnecessary detail - I'd use light blocking texture 'r something.
0:23 - Lamp does not emit light, only glow can be seen. (Unless you want the map to emit weak light, then leave it as it is)
0:25 - Look at the corner near the fence, you'll notice lack of soft lighting. Some lights are too bright and have their distances set incorrectly, also, use smoothing groups.
0:30 - Still very bright.
0:42 - 1:06 - This area needs love.
1:07 - That's cool, really.
1:15 - Might be only me but weird props placement ?
Additional notes - Will you ever build cubemaps ?
Work more on your geometry.
Overall, I expected something more, let's hope there will be more updates. Like 2-3 should do the trick.
[QUOTE=Stiffy360;42556682]It looks like you didn't compile with -staticproplighting and -staticproppolys and -textureshadows :(
They REALLY help the map out a lot.[/QUOTE]
I'll try them out, thanks for the tip. ;)
[QUOTE=20-14;42559112]let's hope there will be more updates. Like 2-3 should do the trick.[/QUOTE]
I hope, it depends on if Dan22 wants to support the project some more.
[QUOTE=441boy441;42561838]I'll try them out, thanks for the tip. ;)
I hope, it depends on if Dan22 wants to support the project some more.[/QUOTE]
What.
These are 1-2 hour changes (if you want to do it correctly), instead of waiting for Dan you could as well open Source SDK Hammer and put something from yourself.
You'll save some time.
[QUOTE=20-14;42562408]What.
These are 1-2 hour changes (if you want to do it correctly), instead of waiting for Dan you could as well open Source SDK Hammer and put something from yourself.
You'll save some time.[/QUOTE]
I was referring to bigger updates, not just bug fixes.
Good map, I like it, would love to see it on a RP server somewhere.
[b]Build 152 is now LIVE![/b]
Changelog of build 145 to 152 : [url]http://projectprologue.com/city17/build%20152.txt[/url]
[b]Downloads:[/b]
Workshop page : [url]http://steamcommunity.com/sharedfiles/filedetails/?id=150899249[/url]
Mirror 1 - Gamebanana : [url]http://gmod.gamebanana.com/maps/176211[/url]
Mirror 2 - Dropbox : [url]https://www.dropbox.com/s/ljwg888vlui9146/rp_city17_build152.zip[/url]
[IMG]http://i.imgur.com/LCIRzvM.png[/IMG]
This little bit of "your work", looks an awful lot like d2_prison_04. And you say you didnt decompile valves work and copy pasta for the v2 of this project?
[IMG]http://i.imgur.com/IVCGHil.jpg[/IMG]
Same brush and most detail prop layout. That lighting tho.
Make an onion cry. :v:
When I first heard of the project I was excited to see what would come out of it.
What I know about it now tho? Might as well be made for a dark rp edit.
[QUOTE=LtShinySides;42796391][IMG]http://i.imgur.com/LCIRzvM.png[/IMG]
This little bit of "your work", looks an awful lot like d2_prison_04. And you say you didnt decompile valves work and copy pasta for the v2 of this project?
[IMG]http://i.imgur.com/IVCGHil.jpg[/IMG]
Same brush and most detail prop layout. That lighting tho.
Make an onion cry. :v:
When I first heard of the project I was excited to see what would come out of it.
What I know about it now tho? Might as well be made for a dark rp edit.[/QUOTE]
Maybe because the idea was to recreate Nova Prospekt but in a renovated look? Stop hating if you don't even know the concept, idea and goal of the map.
If you don't like it, don't play it.
[QUOTE=441boy441;42801435]Maybe because the idea was to recreate Nova Prospekt but in a renovated look? Stop hating if you don't even know the concept, idea and goal of the map.
If you don't like it, don't play it.[/QUOTE]
Renovated? It looks like an abandoned sewer :v:
This is a nice map and I appreciate the work put into it, however there always seems to be this trend in the Source level design community of a surplus dedication/hardwork and a deficit of genuine skill and understanding of the tools.
I can see by your in-game screenshots that you obviously put a lot of work into mapping, but you probably weren't so efficient and spent a longer duration than necessary during work periods. Most of the map is alright, but there is an immense lack of detail and poor use of textures.
0:45 and 2:25 are probably the best examples of what I'm trying to convey, and I don't mean to single you out or anything as this post could apply to a lot of other maps and my opinion on Source level design overall.
Again, other than that, it is admirable work. Hopefully over time you can better improve upon more aesthetically pleasing techniques and your workflow.
[QUOTE=SoaringFallus;42879350]This is a nice map and I appreciate the work put into it, however there always seems to be this trend in the Source level design community of a surplus dedication/hardwork and a deficit of genuine skill and understanding of the tools.
I can see by your in-game screenshots that you obviously put a lot of work into mapping, but you probably weren't so efficient and spent a longer duration than necessary during work periods. Most of the map is alright, but there is an immense lack of detail and poor use of textures.
0:45 and 2:25 are probably the best examples of what I'm trying to convey, and I don't mean to single you out or anything as this post could apply to a lot of other maps and my opinion on Source level design overall.
Again, other than that, it is admirable work. Hopefully over time you can better improve upon more aesthetically pleasing techniques and your workflow.[/QUOTE]
Thanks,
I do understand what you mean, I've started as a guy with 0% mapping knowledge though, that's why posts like this are useful to me.
The thing is, I'm trying to make it so the communities can really build their own version of this map in-game by the use of the Gmod prop menu and clockwork's /staticpropadd.
I have heard so many people hating parts of maps that have rooms full of props/detail because they can't make the map special on their server anymore.
[QUOTE=441boy441;42801435]Maybe because the idea was to recreate Nova Prospekt but in a renovated look? Stop hating if you don't even know the concept, idea and goal of the map.
If you don't like it, don't play it.[/QUOTE]
Well if you're idea was to recreate Nova Prospekt, I think you're doing it wrong. You have an identical room with different textures. I mean shit the prop placement and key_frame ropes are the same. Did you re-make that from scratch or de-compile because if you re-made it, well damn you have an eye for recreating something as an replica.
[QUOTE=441boy441;42881297]Thanks,
Bla bla bla and some info.
[B]I have heard so many people hating parts of maps that have rooms full of props_detail because they can't make the map special on their server anymore.[/B][/QUOTE]
No.
The point is to place props correctly so they fit both the scene and their usage destination. Roleplay gamemodes have their own coded props in which you can hide additional equipement & stuff. This is why it is good to refrain from placing props such as ammo containers, cabinets & ect. Additionally, if you want players to create their own prop scenes then remove all props such as tables & chairs, in short, bigger props, this will give players enough space. Just a small reminder, props in Gmod are prop_physics or dynamic (rare) and eat more performance than ol' good static & detail, also you cannot really switch off prop_physics' / dynamic's shadows when spawned in Gmod (unless there's a way to do so of which I've never heard of before), you can try shadow_control but I am not sure whether it will switch off the shadows as you'd like it to (switches off all prop shadows ? - confirm or educate me on that please, I am really not sure, haven't used this entity much).
Build 167 is now live.
I hope you will enjoy playing on it!
Changelogs: [url]http://projectprologue.com/city17/build%20167.txt[/url]
[url]http://www.youtube.com/watch?v=L-8S7tZHrS8[/url]
We will be going live on twitch to show you new trailers, recent changes, share upcoming news, answer questions and work on the map.
Host: Dan22
[url]http://www.twitch.tv/dan22hd[/url]
Saturday, March 15 2014, 07:00 PM GMT.
We'll see you there!
Hey guys,
[B]City 17 Build 180 is now live !
[/B]
The workshop has been updated so you should be ready to go once Gmod is done downloading!
Thanks for all the great feedback by the way, I hope you'll enjoy this build as well.
Workshop: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=150899249[/url]
Changelogs: [url]http://projectprologue.com/city17/build%20180.txt[/url]
Sorry, you need to Log In to post a reply to this thread.