• Construct City
    70 replies, posted
[B][U]UPDATED. [/U][/B] I have been working on a small city that has construct-ish buildings... I mean this as in they are fairly empty, bland, and might be good for building things inside of or near. I was just posting here to see if anyone likes it and thinks I should continue on the project, and if they don't and I do want to continue, I would like them to tell me why I should quit so that I may fix the problem. This is all a heavy Work-In_Progress and here are some pictures. Please read this OP before posting.. Even though many people will neglect this anyway. [B]Pictures:[/B] A Taste of some of the "Glass" areas on the buildings. They will have the transparent (but green tinted) glass on parts and the translucent green glass bits on parts. This is in hammer, don't worry about that lighting. [img]http://img19.imageshack.us/img19/7066/mapprogress01.jpg[/img] Same building, different angle. [img]http://img29.imageshack.us/img29/3939/mapprogress02.jpg[/img] A small construct styled build area with a ramp around it. I may add some detail to the ramps for a nice bit of eye-candy... Considering nothing else is being eye-candy at the moment. [img]http://img141.imageshack.us/img141/6355/gmcitystructwastes0000rd5.jpg[/img] A strange sculpture of an "M" for MindMuncher... Not sure if it should stay seeing as it is a pointless waste of space, brushes, and looks only slightly okay. [img]http://img7.imageshack.us/img7/8123/gmcitystructwastes0001ho6.jpg[/img] A bland street with some bland unlit buildings on one side. This screenshot features my bland lighting that needs fixing. [img]http://img155.imageshack.us/img155/4545/gmcitystructwastes0003rh5.jpg[/img] Some decent architecture... Pointless, but proves That I tried at least. [img]http://img7.imageshack.us/img7/3572/gmcitystructwastes0004ak8.jpg[/img] Some nice stairs leading up to the ledge around the map and some buildings. [img]http://img6.imageshack.us/img6/9233/gmcitystructwastes0005gf3.jpg[/img] A bland building.. was meant to have another room on top of it that was accessed by a ladder around back, but the other room was deleted on accident... Will be remade. [img]http://img7.imageshack.us/img7/884/gmcitystructwastes0006pj4.jpg[/img] A slightly nicer building. Lots of windows, but no indoor light yet. Ligts will be added. [img]http://img6.imageshack.us/img6/2649/gmcitystructwastes0007bg5.jpg[/img] mmmm.... A nice birds-eye-view shot... Some wierd pixely shadows that are pissing me off. Didn't have that in Gm_construct... Why is that? [img]http://img155.imageshack.us/img155/3677/gmcitystructwastes0009lj2.jpg[/img] A small building that will house the gate opening/closing button... Nice fake lawn. [img]http://img7.imageshack.us/img7/100/gmcitystructwastes0010ug1.jpg[/img] A nice side-view of the large building that supports the skytower... [img]http://img230.imageshack.us/img230/2373/gmcitystructwastes0014ak6.jpg[/img] The top of the skytower. [img]http://img230.imageshack.us/img230/3952/gmcitystructwastes0015hd5.jpg[/img] The skytower is half as tall as the skybox... does anyone think the skybox should be a bit shorter, or is it good how it is? [img]http://img230.imageshack.us/img230/9714/gmcitystructwastes0016me2.jpg[/img] A nice (terrible) view of the sky and walls around the map... and a kinda sorta skyline of the "city". The fog is almost definitely going to be removed, and don't worry, a 3d Skybox will be put into the map after the rest is finished. [img]http://img10.imageshack.us/img10/8125/gmcitystructwastes0019ss2.jpg[/img] A nice over-view of the city. [img]http://img10.imageshack.us/img10/5197/gmcitystructwastes0020ve6.jpg[/img] An artificial landscape... Some machine over to the side, I guess It is an irrigation pump or something... But it's most likely being removed because the textures on the pipes are black at some angles and it can crash your game if you look at it directly fomr too close... [img]http://img230.imageshack.us/img230/6254/gmcitystructwastes0023oy7.jpg[/img] A bridge support. The bridge is wide and has three of these on either side of it... I may add lights down there because I'm actually liking how they look in hammer. [img]http://img10.imageshack.us/img10/4791/gmcitystructwastes0024cg6.jpg[/img] And some stairs to top it all off... Just some stuff... I'm actually not sure why I took a couple of those pictures, but they are what I have at the moment. Yes, in the picture there is a building in the background with no roof. [img]http://img213.imageshack.us/img213/66/gmcitystructwastes0026ek4.jpg[/img] [B]Glitch pictures:[/B] None! Yipee! [B]Things that need to be added or fixed:[/B] If it has been done it will have a "[B]Done[/B]" next to it. 1-fix the solid brushes that are meant to be invisible and intangible. [B]Done[/B] 2-add a 3d skybox 3-nodes for npcs 4-underground section 5-make lights inside buildings 6-add buildings to the top of the concrete roofs (the grass ones are the only ones that should be empty. The large flat concrete ones will have some buildings on top of them). [B]In Progress[/B] 7-re-texture to make it a little nicer looking 8-make the water work.. Possibly broken because of a leak. Not sure. 9-Make larger possibly. [B]?[/B] 10- make the sand texture a more friendly green grass texture... Also, possibly kill displacements and go for a flatgrass look eccept that it would have some displacements in the corner. [B]Done[/B] 11- Add a different section with two bases for who-cares-what. [B]Decided against.[/B] 12-Make a water section that covers some of the edge farthest from the city. [B]Done[/B] 13- Add canals to the city. maybe only one, but still. [B]Meh, two ponds that have rivers leading away counts. Could add a floating one...[/B] 14- add a pit somewhere in the open area that is like the Gm_flatgrasspit but has a multileveled building that takes up one side that has doorways that open into thge pit at each level. You can choose your fall height! [B]Being Remade[/B] [B]Opinions/questions for FacePunch:[/B] None. Feel free topost your oppinions still of course, but I have no questions or things that I'm specifically asking. [B]Nuff' said (conclusion):[/B] I have been on and off of mapping for a while and just want to see if I'm okay in FacePunches eyes... I like mapping and thought I should put this up to see everyones opinion. Please, if you want to complain or insult it, go ahead, but tell me how you think I can fix it, or if the bit should be removed entirely. I want helpful comments (even if they are harsh, harsh is fine) not just people saying "I hate it, you should nEvaR map again!"
Wow, some of this architecture is brilliant! Inspired off gm_excess_construct, amirite? Pretty much the only thing I can find wrong is that the light_environment is WAY too bright. Some of your white textures look totally washed out in all the light (see how fake the sand looks in the first pic?) And also, the texture you've used for the ground in the 3rd picture is really stretched. Other then that, looks nice! And keep the M, it's cool. (a little note on it, the middle section looks like a drill; maybe a secret button to make the tip lower and spin? :P) Really nice work overall.
Solar, Thanks! I was thinking the environment was a bit bright... That or too dull. I'm fairly sure it's just that the ambience needs to be brought up a little bit more and the normal brightness needs to be lowered. And the architcture is inspired from Gm_excess construct actually, not that I could match it, but it was close. On the thrid picture the ground may appear to be stretched because I was noclipped through the ground and my head was level with it... You know, different perspective. And thanks about the architecture... I was worried people would think it was too blocky. This is highly alive by the way and gets updated frequently. Oh, and the M middle bit might be a drill... Actually that's a funny idea. I was thinking it looked like it needed to do something.
[QUOTE]Oh, and the M middle bit might be a drill... Actually that's a funny idea. I was thinking it looked like it needed to do something.[/QUOTE] Hehe, great minds think alike. And no problem to all of the compliments, it's looking seriously good. [QUOTE]On the thrid picture the ground may appear to be stretched because I was noclipped through the ground and my head was level with it... You know, different perspective.[/QUOTE] I was wondering why the door and windows looked so tall. :P
Very nice, also if you have the trigger brush as a func_button it shows up, so make it nodraw. It's slightly blocky but when building you won't notice it really, and the only like real con I can think of.. Is, very the textures a [i]bit[/i] more, they are a bit bland ;v
I know. The textures will be updated eventually... Though not in the next time I get on hammer unless I REALLY feel up to it... Also, I don't want the player to bump into it... How did they get it to where you could click on the bathroom toilets in csc_desert and get them to flush? I was almos positive they covered it with a func_(something) textured as trigger and added output "on press, (the thing they want it to effect), (way they want it to effect it). How did he do it if that wasn't it?
He made a nordraw brush infront of it (Or something of the sort) and when you click it it plays a toilet flush sound I can make an example for you (..Actually I am right now)
[QUOTE=8SectioN;13711240]He made a nordraw brush infront of it (Or something of the sort) and when you click it it plays a toilet flush sound[/QUOTE] I didn't know it was nodrawn... I guess I'll have to crave a nice chunk off so you're not bumping into air.
Here's my shit example: [url]http://www.mediafire.com/?tj9529yd9zv[/url]
I love the look of this, it looks amazing! The architecture is REALLY great! XD It is kinda like a more industrial version of gm_excess_construct, as it gives a less warm more cool feel to it. I love the concept of having sort of a huge construct based city like in excess where the only purpose for the buildings is to build ^_^ It's so much more fun than having a useless prison or gun shop in a build map. Don't forget the white and dark rooms though XD
It seems to me like your brushwork has a confusing trend of mixing vertical and horizontal design; it pulls the eyes in two seperate directions at once.
I guess you should use a smaller lightmap on the floor, for less pixely shadows. Other than that, it looks pretty good. I won't be using it because any map other than flatgrass kills my framerate, but the architecture is pretty original, doesn't look like your average construct map.
It's good but the blue texture is really boring.
The blue texture? Please tell me where this is. Are you talking about the vaguely blue plaster walls? Those might chang actually... Also, I'm really thinking about killthing all of the displacements except in one corner and making the outside texture grass... Would you all agree with this? Also the map may be expanded to accomidate a water addition. Fisrt I have to find my leak though because water doesn't show up right now... And check the glitches and see if you can help with them. If they say Resolved then they are fixed... Obviously. I may make the skytower taller as well... I'll get pictures when I do it, but I'm not at the right house for most of the week...
for the texture isues use nodraw or invisible
Looks great! I wish I could map like that :D
[QUOTE=MindMuncher;13717905]The blue texture? Please tell me where this is. Are you talking about the vaguely blue plaster walls? Those might chang actually... Also, I'm really thinking about killthing all of the displacements except in one corner and making the outside texture grass... Would you all agree with this? Also the map may be expanded to accomidate a water addition. Fisrt I have to find my leak though because water doesn't show up right now... And check the glitches and see if you can help with them. If they say Resolved then they are fixed... Obviously. I may make the skytower taller as well... I'll get pictures when I do it, but I'm not at the right house for most of the week...[/QUOTE] Load the pointfile and you'll find your leak alot quicker. And yes, i'm talking about the blue plaster texture. It's a bit dull, The red one would look better even if it's commonly used.
Looks fun for buildRP
Hey, nice map man. I like it a lot, especially the architecture. Do you have any idea on when you would be releasing it for public testing/playing?
[QUOTE=kp3;13724818]Load the pointfile and you'll find your leak alot quicker. And yes, i'm talking about the blue plaster texture. It's a bit dull, The red one would look better even if it's commonly used.[/QUOTE] Yeah, this was the originl texture. I get spots/squares for it in hammer that are like lightly shaded sections of the texture... And in-game it looks like it's lit differently. since it and the just plain plaster above it are two different textures and the plaster is lit like normal, the lin in between is really obvious and looks terrible... I may yet find another texture that works, but until then it's staying like this... Maybe be converted to some sort of other interesting texture... Maybe even different textures per' building (*gasp*!). And does anyone know how to make the shadows on my elevator change? It starts at the bottom on a shaded spot and when it goes to the top the lighting doesn't change... So it's really shadowy and such even at the very bright top. Looks terrible... any help for that? Oh, and I know how to find leaks, but for some reason the point file doesn't open... And I'm not at the house so I can't try again for a couple of days.
*snip* *the post was rendered obsolete due to changes in plans*
looks cool, but that would end up hurting your eyes because its so bright, and i agree that you need more details in it.
[QUOTE=pl0xinat0r;13727209]looks cool, but that would end up hurting your eyes because its so bright, and i agree that you need more details in it.[/QUOTE] hehe, I am going to make it less bright as soon as I get home, no worries. also, as I also said, it's going to have a little more detail, but not alot more. I like the big clunky buildings... It will have LOTS of big clunky buildings because I want a map with alot and I happen to be the mapper... Not to say I am disregarding your advice, and I might actually end up adding some nice details to the edges around the tops and bottoms of the buildings or something.
I like it, it is like a cooler more industrial version of excess because of the bluish tone it gives, somewhat like the difference artistically between the red team and the blue team on team fortress 2. EDIT: but seriously though please give this map at least a somewhat decent 3D skybox, I hate to see perfect maps ruined by a sudden drop-off edge because of nodraw in the skybox or the lack of a skybox at all.
[QUOTE=supatails;13727500]I like it, it is like a cooler more industrial version of excess because of the bluish tone it gives, somewhat like the difference artistically between the red team and the blue team on team fortress 2. EDIT: but seriously though please give this map at least a somewhat decent 3D skybox, I hate to see perfect maps ruined by a sudden drop-off edge because of nodraw in the skybox or the lack of a skybox at all.[/QUOTE] Please, as I said, read the opening post. ALL of it has fairly useful stuff when giving your oppinion... Like the part where I said I would be giving it a 3d skybox... Yeah... that would asnwer your question I assume.
Hey guys. What would you think of grass instead of sand for the main terrain? I'm going to be adding some water (alot of water) to the far edge of the map and making it more flat... So would sand or grass look better in your oppinions?
I think grass would look good. Also, I think with the water you should make a section of the city like Venice, Italy, where the roads are water. I just think that'd be kind of cool to cruise on a boat through the city. Also, I think you should create a better and more diverse skyline. It looks kind of bland right now.
[QUOTE=Blah360;13762997]I think grass would look good. Also, I think with the water you should make a section of the city like Venice, Italy, where the roads are water. I just think that'd be kind of cool to cruise on a boat through the city. Also, I think you should create a better and more diverse skyline. It looks kind of bland right now.[/QUOTE] [I][B]These[/B][/I] are the kind of suggestions that make me happy. Nothing hard like "Make a rain cloud that drops dead babies on you randomly when you walk into the city!" These are nice artistic bits. Yes, I was just going to make a small section run alongside the city (the water that is) and that formed a nice dock/ pond in the city to make a boat then sail out of, but your idea sounds even better. They will be skinny trails thougha dn at most two, but yes, I think I will incorporate some into the map. And the skyline will be more diverse. I'm adding buildings on top of all the concrete roofs... that's almost all of them. This is mostly groundwork. It's also not as large as I think some people beleive.
Rather you not use the areaportals, as they are quite useless in construct maps
Area portals don't render objects that can't be seen through the portal if they are open, and these are always open. This would reduce lag I'm almost positive. If someone was spamming stuff you could hop over to the large happy building with the areaportals and go play indoors for a lag-free portion. Besides, if this doesn't work it still wouldn't do anything to the actual game if they didn't do anything. And I fixed the areaportal anyway. Please, do [I]you[/I] think grass would look better than sand?
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