• RP_SmallCorner
    80 replies, posted
[QUOTE=Root Beer;19367596]Repeating textures, lack of small details, really bland lighting. What's with all the hype, have some of you never looked in any of the WIP/map pimpage threads?[/QUOTE] Maybe you should take a look at the latest update?
[QUOTE=Joey1;19339832]Its Actualy Pretty nice, But Here on [img]http://img192.imageshack.us/img192/3907/smlcrnrv103.jpg[/img] How the hell get those grafiti somewhere about 3 or 4 meters high?[/QUOTE] the person wanted to make sure the janitor guy couldnt wash it off =)
This map looks really good and very promising. Can't wait to see future updates!
Added a little billboard on top of the warehouse. [media]http://img85.imageshack.us/img85/4592/smlcrnrv121.jpg[/media]
[QUOTE=HighdefGE;19367716]Maybe you should take a look at the latest update?[/QUOTE] I judged my opinion based on the latest picture. It really isn't any better. You need to put a roof on the corner building, even over the rounded area. 120-second vertex edit should take care of it
[QUOTE=Root Beer;19374231]I judged my opinion based on the latest picture. It really isn't any better. You need to put a roof on the corner building, even over the rounded area. 120-second vertex edit should take care of it[/QUOTE] It's funny how you refuse to look at the map, which I never took screenshots of the whole thing. Personally, I'd suggest trying it as for now, because it's still WIP. WIP means that it's not done, and the rants won't make the progress go quicker. The game server IP is posted on the OP. Why not connect to it and see it for yourself?
Looks like RP_Downtown and C18 had in illegitimate child. In other words, smashing job.
I'd join but the server isn't even up at the moment. Listen, because I went through the same thing before, with the same mapping style, then canned it because I realized there was too much to fix. Of course it looks better in-game, everything does. What you are doing is identical to my rp_libertycity, for the better or worse, and this was in my first month of mapping. The problems I'm reporting to you are the ones I realized were in my own. You're sharing the same optimism in your map I did mine, but in half a year after making a few more city maps you will look back and realize what I'm talking about. [editline]04:30PM[/editline] Server opened door after 5th knock [media] [url]http://i47.photobucket.com/albums/f180/BJK51/Hammer/rp_smallcorner_dev_v120002.jpg[/url] [url]http://i47.photobucket.com/albums/f180/BJK51/Hammer/rp_smallcorner_dev_v120003.jpg[/url] [url]http://i47.photobucket.com/albums/f180/BJK51/Hammer/rp_smallcorner_dev_v120007.jpg[/url] [url]http://i47.photobucket.com/albums/f180/BJK51/Hammer/rp_smallcorner_dev_v120004.jpg[/url] [url]http://i47.photobucket.com/albums/f180/BJK51/Hammer/rp_smallcorner_dev_v120005.jpg[/url] [url]http://i47.photobucket.com/albums/f180/BJK51/Hammer/rp_smallcorner_dev_v120006.jpg[/url] [url]http://i47.photobucket.com/albums/f180/BJK51/Hammer/rp_smallcorner_dev_v120008.jpg[/url] [url]http://i47.photobucket.com/albums/f180/BJK51/Hammer/rp_smallcorner_dev_v120001.jpg[/url] [url]http://i47.photobucket.com/albums/f180/BJK51/Hammer/rp_smallcorner_dev_v120000.jpg[/url] [url]http://i47.photobucket.com/albums/f180/BJK51/Hammer/rp_smallcorner_dev_v120009.jpg[/url] [/media] This is just minor stuff though...lighting and skybox are still the two largest issues.
I fixed those minor problems, though they were stupidly easy to fix. I'm doing something about the skybox at the moment.
All very good points...except the thing about the wooden door guarding flammable materials. Anything flammable enough to have a sign is going to be able to blow up a building. Once the building is blown up, it doesn't matter too much if the door burns, now does it?
Did a run through, pretty solid. could be a wee bit bigger, but expanding into a subway like you said would work.
I'll try and add in a subway, and probably make it somehow connect to the sewer/tunnels. Anyways, I did some lighting changes along with textures, to try and make them less repetitive. The server is up and running with that version at the moment.
hmm i noticed a little funny bug if you stand on the trash can in the train station and jump, the ventilation shaft above you will disappear when you jump. any how pretty good map, i would like to see some more rooms and also the police station seems a little empty, and it does not look like a real police station, i would like to see some more build in security stuff in the police station, and also if it was possible to make some windows in the upper room in the police station, els pretty good map, and i cant wait to see some sewers, and also i think the train station could get a better entrance.
My only problem, why are the street lights on during the day?
[QUOTE=mini-kaliffe;19400917]hmm i noticed a little funny bug if you stand on the trash can in the train station and jump, the ventilation shaft above you will disappear when you jump. any how pretty good map, i would like to see some more rooms and also the police station seems a little empty, and it does not look like a real police station, i would like to see some more build in security stuff in the police station, and also if it was possible to make some windows in the upper room in the police station, els pretty good map, and i cant wait to see some sewers, and also i think the train station could get a better entrance.[/QUOTE] The bug you mentioned about the ventilation shaft was strange. I honestly don't know what caused that, but I "fixed" the problem by remaking the brush. As for the police station, I'll see what I can do. [QUOTE=Aperture fan;19402477]My only problem, why are the street lights on during the day?[/QUOTE] I honestly don't know why. Would you guys rather have me disable them?
Wonderful, just wonderful. I'm glad advancements are being made for detail in RP maps. I'm a bit fed up with all the bland gm_construct/gm_flatgrass remix maps made. I've been in the process of what your doing for about a month and a half now. However, on a much larger scale. I recently had some fellow expert mappers look at my map (pre-comile) and they gave great support, and have high hopes for my map. I applaud what your doing and hope that you succeed. You should look into getting custom textures made for your map (building walls, ceilings, etc). Also, for long bulbs, I suggest using 2 light_spots in a line. (Then angle them slightly towards each other. It removes the wall flare of your single light, while keeping your hallway lit nicely. Also, look into HL2, EP1, and EP2 maps to find out how they did their lighting, detail, and such. Good luck to you sir, and I hope you succeed!
[QUOTE=Tehelee;19430616]Wonderful, just wonderful. I'm glad advancements are being made for detail in RP maps. I'm a bit fed up with all the bland gm_construct/gm_flatgrass remix maps made. I've been in the process of what your doing for about a month and a half now. However, on a much larger scale. I recently had some fellow expert mappers look at my map (pre-comile) and they gave great support, and have high hopes for my map. I applaud what your doing and hope that you succeed. You should look into getting custom textures made for your map (building walls, ceilings, etc). Also, for long bulbs, I suggest using 2 light_spots in a line. (Then angle them slightly towards each other. It removes the wall flare of your single light, while keeping your hallway lit nicely. Also, look into HL2, EP1, and EP2 maps to find out how they did their lighting, detail, and such. Good luck to you sir, and I hope you succeed![/QUOTE] I like the support you're giving here. I originally made this map as a practice for my other project I'm looking forward to work on in the future. I've been practicing mapping for quite a while here, and I've never made a street map before. But this "practice map" became something much more. What I'm planning to do here is make the map look small, but in reality, it would be bigger; which the main point would be promoting player interaction and making the map as non-linear as possible. I wouldn't exactly want parts of the map blocked off from role-play, and the players to hide in corners of the map doing absolutely nothing. As for the lighting, it's exactly what I'm doing. The first light_spot that's pointing down from the light source has the brightness at the power of 500. The lower light_spot pointing up towards the light source has a brightness power of 200, while an env_sprite with a scale of .75 is inside the light source, and not to mention the point_spotlight below the light source (if applicable for correct light sources). And for the custom textures, I can easily make my own signs and decals, but not the actual wall/floor/ceiling textures. My game server is up and running at the moment. If any of you would like to take a look at dev_12.1, please feel free to do so.
So, I finished up the subway. [i]An exterior of a shop I made less blocky.[/i] [media]http://img693.imageshack.us/img693/2663/smlcrnrv131.jpg[/media] [i]Subway image #1[/i] [media]http://img63.imageshack.us/img63/322/smlcrnrv132.jpg[/media] [i]Subway image #2[/i] [media]http://img63.imageshack.us/img63/7277/smlcrnrv133.jpg[/media] [url=http://www.filefront.com/15294247/rp_smallcorner_dev_v13.bsp/]Here[/url] is the download in case anyone wants to view the compiled version.
What I meant by custom textures for walls, ceilings, and floors, I meant find some online, or get someone to make them for you. Being a mapper is time consuming, adding texture artist to that just takes it overboard. (I do both, and let me tell you, my maps take forever to get done.) I like how you did the lighting on the front of the shop, and how well your subway looks. My only concern on the subway is the wall for the stairs. The brick angling just doesn't look right to me. The best way would be to get that texture and the texture like it with no muck on the bottom, extract the muck into an overlay, make horizontal blocks, and an angled overlay. Also, your power lines, add some slack to them. Normal power lines don't look like that. (Oh, and maybe some effects to make them wave in the wind occasionally.) Also, your stairs, align the vertical texture differently for each stair. The repetition makes it look cheap. Also, try to blend the stairs in with the wall on the side. I'm not sure how you'd do it, (maybe an outline brush?) but the clean stairs seem to hit the wall then stop abruptly.
[QUOTE=Tehelee;19443019]What I meant by custom textures for walls, ceilings, and floors, I meant find some online, or get someone to make them for you. Being a mapper is time consuming, adding texture artist to that just takes it overboard. (I do both, and let me tell you, my maps take forever to get done.) I like how you did the lighting on the front of the shop, and how well your subway looks. My only concern on the subway is the wall for the stairs. The brick angling just doesn't look right to me. The best way would be to get that texture and the texture like it with no muck on the bottom, extract the muck into an overlay, make horizontal blocks, and an angled overlay. Also, your power lines, add some slack to them. Normal power lines don't look like that. (Oh, and maybe some effects to make them wave in the wind occasionally.) Also, your stairs, align the vertical texture differently for each stair. The repetition makes it look cheap. Also, try to blend the stairs in with the wall on the side. I'm not sure how you'd do it, (maybe an outline brush?) but the clean stairs seem to hit the wall then stop abruptly.[/QUOTE] I wish all criticism posts contained this much detail and advice. You, sir, are a kind man.
[QUOTE=HighdefGE;19440390]So, I finished up the subway. [i]An exterior of a shop I made less blocky.[/i] [media]http://img693.imageshack.us/img693/2663/smlcrnrv131.jpg[/media] [i]Subway image #1[/i] [media]http://img63.imageshack.us/img63/322/smlcrnrv132.jpg[/media] [i]Subway image #2[/i] [media]http://img63.imageshack.us/img63/7277/smlcrnrv133.jpg[/media] [url=http://www.filefront.com/15294247/rp_smallcorner_dev_v13.bsp/]Here[/url] is the download in case anyone wants to view the compiled version.[/QUOTE] That's pretty nice looking. Keep working.
[QUOTE=HighdefGE;19404833] [QUOTE=Aperture fan;19402477]My only problem, why are the street lights on during the day?[/QUOTE] I honestly don't know why. Would you guys rather have me disable them?[/QUOTE] I advise a dusk skybox. It's bright enough to back light your map, but dim enough to need street lights. I also advise duping the outside lights, then setting one set norm and one set flicker, then set up a random timer for each and have it switch the normal lights for the flicker for a short period of time. (By turning off one, and turning on the other.)
Some updates I made. I added an alley behind the 2 story apartment complex, which is connected to the fire escape (which has a usable ladder). And the apartments facing the alley have windows too. [img_thumb]http://img94.imageshack.us/img94/9465/smlcrnrv141.jpg[/img_thumb] [img_thumb]http://img41.imageshack.us/img41/9613/smlcrnrv142.jpg[/img_thumb] And some texturing changes to the subway. What I did was make the stairs look less repetitive, and change that angled tile wall to something else. [img_thumb]http://img51.imageshack.us/img51/5921/smlcrnrv143.jpg[/img_thumb] [url=http://www.filefront.com/15332225/rp_smallcorner_dev_v14.bsp/]Here[/url] is the download link if anyone wants to take a look at it, and my game server is up at the moment.
I think you should make the curb in the second shot a little bit lower and as for the stairs you could change the texture. Looks great though.
Nice, I looked for your server but it must be down right now. I do have to point out that the sidewalk in the alley is a bit high, and if the middle area is not a walkway, but rather a gutter, then I suggest making it a troth type gutter, with angled sides. Other than that, good improvements mate! (Btw, are the lights in the alley sparking?)
[QUOTE=Tehelee;19564747]Nice, I looked for your server but it must be down right now. I do have to point out that the sidewalk in the alley is a bit high, and if the middle area is not a walkway, but rather a gutter, then I suggest making it a troth type gutter, with angled sides. Other than that, good improvements mate! (Btw, are the lights in the alley sparking?)[/QUOTE] The server is indeed down at the moment, due to some problems of mine. I'll try raising the concrete walkway 4 units higher, and yeah, I added a logic_timer and env_sparks to the map to give the broken lights an effect.
A small alley that's supposed to connect to the sewers. I'm still working on it though. [img_thumb]http://img132.imageshack.us/img132/2308/smlcrnrdev341.jpg[/img_thumb]
Well, a few updates today. [i]A brush based rail Tehelee made, thanks to him.[/i] [img_thumb]http://img696.imageshack.us/img696/6849/smlcrnrv151.jpg[/img_thumb] [i]An alley I spruced up a bit. This will lead to the sewers.[/i] [img_thumb]http://img696.imageshack.us/img696/7659/smlcrnrv152.jpg[/img_thumb] [i]And this as well.[/i] [img_thumb]http://img696.imageshack.us/img696/9453/smlcrnrv153.jpg[/img_thumb] [i]I made a small change to the buildings here.[/i] [img_thumb]http://img16.imageshack.us/img16/7984/smlcrnrv154.jpg[/img_thumb] What do you guys think as of now?
[quote=highdefge;19672184] [i]and this as well.[/i] [img_thumb]http://img696.imageshack.us/img696/9453/smlcrnrv153.jpg[/img_thumb][/quote] Reminds me of GTA4 for some reason
[QUOTE=That 0ther Guy;19672878]Reminds me of GTA4 for some reason[/QUOTE] Me too.
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