A continuation from this post, after I was banned from C16 for ridiculous reasons (posting links to a website 8 months ago): [URL="http://forums.cloudsixteen.com/index.php?topic=9805.0"]http://forums.cloudsixteen.com/index.php?topic=9805.0[/URL]
So I've decided to continue sharing my progress here.
[B]City 2 is a map which is based in the Beta Universe. The map utilizes beta & leaked textures, and tries to capture the overall theme of a true Dystopian Half Life 2. The map was originally created by Kane, and after being discontinued, was resumed by me.[/B]
The workshop page is here: [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=307532376"]http://steamcommunity.com/sharedfiles/filedetails/?id=307532376[/URL]
Anyways, lately I've been working on the block off plaza. I plan on making one of the buildings a small apartment complex with a built in cafe, and the other a small TV shop.
[IMG]http://cloud-4.steampowered.com/ugc/50989255593589990/A170B08502514952014940B03952E9556C02FB9B/[/IMG]
[IMG]http://cloud-4.steampowered.com/ugc/50989255593588413/EE3288F9AA5B3446BA7E4A79EBEF98819E605443/[/IMG]
I also added in a torture / interrogation room into the Nexus, but I have yet to take pictures of it.
To Do List:
Consul Room Lighting
Consul Room Globe Texturing & Movement
Consul Room Bridge Stairs
Fix the rest of the ladders.
Finish the shop near the abandoned plaza.
Finish the other shop near there.
Fix one of the shop doors that was accidentily converted into a brush.
Completely redo the entire 3D skybox.
I think this is quite well done, really brings forward the beta feel that never continued to final product.
I love beta inspired maps. Tbh I think hl2 would have been better if they kept the same atmosphere as the beta.
A little bit dark, could use some more color like blue from combine searchlights and maybe some lit billboards. I love the architecture though, you nailed the Beta atmosphere.
The skybox lighting is currently non-existant, so once that is implemented that will probably improve things heavily.
So I completely redid the skybox today, which involved doing it the proper way instead of a makeshift copy + paste skybox which I had before. (Thanks to TopHATTWaffle for pointing me in the right direction.)
I'm almost done, just have to out the last buildings near the actual map part, and then test. I'll be posting a video.
[IMG]http://i.snag.gy/BTY2w.jpg[/IMG]
The skybox looks great, the only problem is lighting itself from light_environment.
I want a lit map, but I'm looking to capture that "the sun is blocked out due to the pollution" feel.
[QUOTE=Kemerd;46352509]The skybox looks great, the only problem is lighting itself from light_environment.
I want a lit map, but I'm looking to capture that "the sun is blocked out due to the pollution" feel.[/QUOTE]
Use an ambient close to the brightness of the sun, and set sun scatter to like 5 or 10.
[QUOTE=Stiffy360;46354105]Use an ambient close to the brightness of the sun, and set sun scatter to like 5 or 10.[/QUOTE]
Alright, thanks; I'll try that.
I think you should use the beta/leak citadel. Retail one looks unfitting since you are making the map with beta style, or its just a placeholder?
[QUOTE=KillerKo4565;46354241]I think you should use the beta/leak citadel. Retail one looks unfitting since you are making the map with beta style, or its just a placeholder?[/QUOTE]
Plot twist, I am using the beta/leaked citadel. It's just a later version, because to be honest, the original citadel was horrible.
[url] http://steamcommunity.com/sharedfiles/filedetails/?id=251862124 [/url]
EDIT: I just realized when deciding to grab skybox values from the hl2 beta vmfs, that the skybox model from that pack is oversized, and I'm going to be using the fixed version from missinginfo.
EDIT EDIT: Lots of skybox tweaking today. Raised the buildings in several places by a ton, and added about a dozen more. It's been difficult to get that surrounded by a city feel without feeling weird. Anyways, was positioning models when this happened. Just going to leave it as an easter egg.
[IMG]http://i.snag.gy/qbXv0.jpg[/IMG]
The heart was unintentional.
And this is still an undisclosed location in the US.
;)
So I'm working on the idea that the outside is unbreathable. I'm going to making most buildings "safezones" with air vents and such. There are signs outside the buildings saying if safe or not, and the buildings will be filled which triggers to represent the safezones, which will be utilized by the gamemode. (The outside air is poisonous, and inside most buildings will be vents that "filter" out the air so you don't have to wear a gasmask.)
[IMG]http://i.snag.gy/PNlr9.jpg[/IMG]
The certification.
[IMG]http://i.snag.gy/ixhzT.jpg[/IMG]
The old vent on the right, and the new one on the left.
EDIT: Trying out the airexchange skybox w/ it's lighting. The last one from C17 didn't really.. fit.
Sorry I haven't been posting some of my progress, just forgot this threat existed. Anyways, Rowtree is now helping me with the map.
I finished up this shop:
Entrance to the shop. (Previously blocked off / empty.)
[IMG]http://i.snag.gy/fBBBD.jpg[/IMG]
Once you come into the doors you see this:
[IMG]http://i.snag.gy/g2L1y.jpg[/IMG]
Go further into the shop and see this:
[IMG]http://i.snag.gy/jNyPY.jpg[/IMG]
This is a different view; From behind the counter facing the entrance:
[IMG]http://i.snag.gy/Xlak0.jpg[/IMG]
This is the backroom that is the door that is behind the counter. The door shown here leads into the main part of the shop:
[IMG]http://i.snag.gy/zflN2.jpg[/IMG]
This is the view of the other half of the backroom. The door on the left leads to a maintenance room where the one of the right leads to the main shop part:
[IMG]http://i.snag.gy/j8Ie1.jpg[/IMG]
The door seen here is the one that is on the left on the image above:
[IMG]http://i.snag.gy/6vO5j.jpg[/IMG]
You can see after you goes onto the stairs that door will lead to one of the more well known and connected areas:
[IMG]http://i.snag.gy/DOWBm.jpg[/IMG]
This is the outside of that door:
[IMG]http://i.snag.gy/5pVEz.jpg[/IMG]
Also I took these screenshots recently to show off the ash effect + skybox (Sorry if any of the model's lighting is wonky or unrealistic. It was compiled in fast mode, so the lighting is based on origin instead of vertex.) :
[IMG]http://cloud-4.steampowered.com/ugc/52117710395030130/3E3BB6D529F2ED82832176F31B779CBF0CE3004C/[/IMG]
[IMG]http://cloud-2.steampowered.com/ugc/52117710394999716/63D2137A100E367DBD7D6CD7686CA8A4F0D80E92/[/IMG]
[IMG]http://cloud-4.steampowered.com/ugc/52117710394994105/BBA282CF2698EF83AF65E248E63E387F08725EF9/[/IMG]
Sorry for being inactive. I'll be posting updates from now on, so stay tuned!
I'm going to be updating this: [URL="http://gmod.novabox.org/forums/threads/server-map-changelog.18/#post-75"]http://gmod.novabox.org/forums/threads/server-map-changelog.18/#post-75[/URL]
Faster than the FP thread, most of the time, so if you want more updates faster, check out that topic.
When can you send out a beta?
[QUOTE=KnightVista;46553552]When can you send out a beta?[/QUOTE]
There was one on the workshop, but it was so horrible and outdated I removed it.
The release date is going to be a week before winter break. (A week before my community, Novabox, launches.)
[QUOTE=Kemerd;46555416]There was one on the workshop, but it was so horrible and outdated I removed it.
The release date is going to be a week before winter break. (A week before my community, Novabox, launches.)[/QUOTE]
So thats why it dissapeared
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