• Mediterranean island RP map. WIP
    82 replies, posted
This is our new Rp map in the making, a yet to be named island in the Mediterranean sea. The islands will feature long seaside roads winding through grassy hills, structures including Mediterranean villas, modest housing, shops, dockside buildings, lighthouses and so on will dot the landscape. Please leave [B]suggestions[/B] and [B]critique[/B], it will help greatly with organizing the ideas and concepts of this project. If anyone wishes to help with the map, they may message [B]SoldierRob[/B] at this link. [URL="http://facepunch.com/member.php?u=545607"]http://facepunch.com/member.php?u=545607[/URL] [B][U]Current mappers:[/U][/B] [B][Ha]SoldierRob[nL] - project lead[/B] Callinstead [B][U]Current map layout:[/U][/B] [IMG_thumb]https://dl.dropboxusercontent.com/u/52242457/map%20overview2.png[/IMG_thumb] Here are some early shots of the map, the final product will feature custom content such as trees, building detail, textures, ect. [IMG_thumb]http://cloud-3.steampowered.com/ugc/795190344667564629/200F88E7DA31A4DE705944F1448BF482C12E5A17/[/IMG_thumb] [IMG_thumb]http://cloud-3.steampowered.com/ugc/795190344667565816/71D75E604552DA7C545037AA1E2D070B8DB265DE/[/IMG_thumb] [IMG_thumb]http://cloud-4.steampowered.com/ugc/795190344667563235/5D36B1448E2412885B8CB49077FA2EE98A3D3119/[/IMG_thumb] [IMG_thumb]http://cloud-2.steampowered.com/ugc/795190344667567149/76D858B7095ADCB63F4AB46EF464AAAF78A920DD/[/IMG_thumb]
You're a good mapper who can develop awesome and orginal maps. [editline]23rd March 2014[/editline] Also your map needs dock/marina near the town center and some industrial harbor. I would suggest you to scrap that train and replace it with a bus service driving around that ring road.
Keep in mind that you need the map to be really well optimized, as people are going to use props in here. Not even func_areaportalwindow can help with this. :/ See Littletown, the map looks wonderful, but it's somewhat unplayable due to the low framerate. This is also one of the main reasons why it's not played.
[QUOTE=TFlippy;44328380]Keep in mind that you need the map to be really well optimized, as people are going to use props in here. Not even func_areaportalwindow can help with this. :/ See Littletown, the map looks wonderful, but it's somewhat unplayable due to the low framerate. This is also one of the main reasons why it's not played.[/QUOTE] We really need to use Hint/skip, Prop fading, areaportals, func_detail, maybe func_lod and farz if needed but I hope not. We are planning to add these building [img_thumb]https://dl.dropboxusercontent.com/u/52242457/map%20overview2.png [/img_thumb] for this map we really need some help from some good models, are there maybe people who want to help with modeling trees, rocks, doors, window frames help would be really appreciated.
I also have to agree that a train line that small is pretty impractical. Expansion of the industrial area would also be logical. Make the houses blend more with the surroundings. Currently they look very modern like a holiday home for an executive so I'd expect either a nice view or a nice beach access with some lights, rails and walls on the land that actually is theirs. I think the motel and bar should be close together and look like something out of Dead Island like a small resort area. Perhaps have the motel on the beach / land and have the bar area on like a floating wood deck out about 10ft on the ocean or something. For the lighthouse you should take inspiration off of HL2 and have a small house, garage and possible some sort of generator or transformer building, just like a small shed or something. The car dealer should be grouped close to shops whereas the hospital should be near the town centre and police station. (I hope the nexus is the police station and please don't influence this on HL2). Possibly a second gas station on the other side of the island depending on how large the island actually is. Add more shops etc to the town centre to make it a more hospitable place, maybe some market stalls / a market. And try and group the apartments close together somewhere, possibly have a lower class workers apartment block and a higher class more like a tourist home apartment block. And obviously more houses inland, possibly some close together in a cluster and some more sparsely placed in like a small wooded area. (If you're gonna place trees make sure they have limited leaves and thin trunks). If you need a hand with any research I can always lend a hand.
If your going to keep the train line, I suggest you make it go around the whole island.
I think a European style tram would be a better fit than a train. Looks good!
[QUOTE=soldierrob;44331246]We really need to use Hint/skip, Prop fading, areaportals, func_detail, maybe func_lod and farz if needed but I hope not. We are planning to add these building [img_thumb]https://dl.dropboxusercontent.com/u/52242457/map%20overview2.png [/img_thumb] for this map we really need some help from some good models, are there maybe people who want to help with modeling trees, rocks, doors, window frames help would be really appreciated.[/QUOTE] If the buildings are models then fading entire buildings could solve some issues. From experience func_occluders and area portals may cause more of a frame drop than just having the models fade away at a certain distance.
[QUOTE=Andre Valera;44339602]If the buildings are models then fading entire buildings could solve some issues. From experience func_occluders and area portals may cause more of a frame drop than just having the models fade away at a certain distance.[/QUOTE] Fading will look like shit. Much better idea to use LOD's. Have it go down to a super low poly model when you are far away. Texture memory will also cause a ruckus so try and reuse the same texture over and over in different places.
[QUOTE=SteinJaeger;44338435]I think a European style tram would be a better fit than a train. Looks good![/QUOTE] Looking at most mediterranean cities etc you usually see tram lines in developed cities and railroads on very large expanses but I think for the nature of this map neither really fits unless there's a large downtown area that warrants it. So far I don't see why it's necessary other than the fact It's nice to have more than walking and driving as a mode of transport. Hell if the map isn't huge then maybe boats may be an option like the drivable yacht, water planes etc. That would add some fun and diversity I've never seen on a Gmod map as to be honest I've never seen a map like this either. [QUOTE=mdeceiver79;44339701]Fading will look like shit. Much better idea to use LOD's. Have it go down to a super low poly model when you are far away. Texture memory will also cause a ruckus so try and reuse the same texture over and over in different places.[/QUOTE] I have to agree with you. When looking at this I thought LOD's would be the best option to optimise the map without losing out as I feel area portals, fades and fogs usually ruin the experience. Also when making a map I always keep the textures in mind and reuse as often as possible to keep the memory down.
[QUOTE=mdeceiver79;44339701]Fading will look like shit. Much better idea to use LOD's. Have it go down to a super low poly model when you are far away. Texture memory will also cause a ruckus so try and reuse the same texture over and over in different places.[/QUOTE] Also don't convert the entire building into a model but rather the main structure and the details separately similar to GTA games in how you can see the entire city and as you get closer to certain buildings the details begin to fade in. That should solve your max brush issue, max tjuncs, and low framerate.
[QUOTE=Andre Valera;44340961]Also don't convert the entire building into a model but rather the main structure and the details separately similar to GTA games in how you can see the entire city and as you get closer to certain buildings the details begin to fade in. That should solve your max brush issue, max tjuncs, and low framerate.[/QUOTE] func_lod would also do the job but it will still count as a brush so models are probably better.
When I think of Mediterranean cities, I think of stuff like this: [IMG]http://www.bukaratours.com/sites/galleries/Agency/dubrovnik.jpg[/IMG] [IMG]http://www.carp.ca/wp-content/uploads/2011/08/iStock_000007772351Small.jpg[/IMG] [IMG]http://fc02.deviantart.net/fs71/f/2012/217/2/3/lights_at_riomaggiore_by_simonepomata-d59vzqn.jpg[/IMG] Crowded, clustered, medieval-looking cities with claustrophobic alleyways pushed right up against the warm, clear seaside. It would be amazing if you added more stuff like this.
I think hes going for a more arma 3 styled aproach
That is absolutely beautiful, we will definitely add some stuff like that! For optimization though it seems like modeling is needed for many buildings, we do not want ugly/unrealistic fog and view distance! [QUOTE=GTbrawlers;44340410]Hell if the map isn't huge then maybe boats may be an option like the drivable yacht, water planes etc. That would add some fun and diversity I've never seen on a Gmod map as to be honest I've never seen a map like this either.[/QUOTE] That's something I wanted to see for a long time now, we might consider changing some of the map layout and see if boats are possible.
[img_thumb]http://cloud-2.steampowered.com/ugc/795190344725683281/F1FD8D91A195F7360AB2D9A10A3E952FCF52416E/ [/img_thumb] city layout for now [img_thumb]http://cloud-2.steampowered.com/ugc/795190344725443651/E0D924B1260A8736909E45042CE454B5AFA26E5E/ [/img_thumb] Car dealer WIP [img_thumb]http://cloud-4.steampowered.com/ugc/795190344725444893/77BE6A8DBE33E7561205C68E3A1C53ECDFCD0B29/ [/img_thumb]
whats with the cube houses, they seem unnatural
[QUOTE=carbonproxy;44343901]whats with the cube houses, they seem unnatural[/QUOTE] Those are placeholders for actual buildings.
Hoping the final buildings will be more rectangular shaped and placed at angles, like a real Mediterranean city.
I think It's looking very good for now and I like how you took an aerial shot. [B]Positives so far:[/B] *The displacement on the terrain is pretty damn good. *The roads are also pretty well done as I find that the hardest part (mainly because I can't find decent textures that work. *Currently the buildings look like some spanish slum style buildings from around 2000. [B]Things to consider:[/B] Look at [I]Test Drive Unlimited 2[/I]. Their map is very nice and remind me of this. They also manage to incorporate ruins to add to the history so maybe you could include some sort of tomb or something to give people something to do, maybe some sort of 17th century fort near the coast too. Another example is[I] Far Cry 3[/I]. Although that is more tropical and arid I think you will find their style to also be slightly similar and you could also do something similar to their ruins (Although that's more myan but I mean the water ruins). Something that also reminds me of [I]Far Cry 3[/I] or even the new [I]Assassins Creed [/I]would be to have damn large boulders in the water near one of the higher coastlines (near any high cliff coastlines) which would add to some realism and give boats a nice fight. As said above you can also take inspiration from Arma 3 but I think that doesn't really suit this map that you're making. Yes those are greek islands (Altis and Statis) but I don't think It's quite the style you are after. [editline]1[/editline] [B]Framerate[/B] As said above related to Grand Theft Auto, I think that guys idea is pretty good and I'm sure DayZ uses a similar method where they create a large portion of the interior "architecture" out of models which will keep framerate down and you can also make them disappear after a certain distance so people outside the house can't see it. Another benefit of this is you can release a prop pack if you wanted for the map (like evocity did) so if you have any blank houses then people can add furniture that suits the map into their homes.
Perhaps this will help a bit better with the tiling of your textures. [url]http://blog.maxofs2d.net/?p=2132[/url] Your current detail texture is not scaled properly. Making the seams very obvious.
All the ideas and suggestions are added to our list, there will also be more examples of traditional Mediterranean architecture to make the island feel more authentic.
Some video references for you! Really looking forwards to the finished product! -Also keep in mind that Mediterranean cities always had a castle-fort right on the coastline to defend the city from pirates back in ye olde days. [video=youtube;hLkmi-Q3JIA]http://www.youtube.com/watch?v=hLkmi-Q3JIA[/video] [video=youtube;sa10shFFq_4]http://www.youtube.com/watch?v=sa10shFFq_4[/video]
I like the general feel of the way its going, it's more tropical and mediterranean rather than these slum looking things people are posting of favelas built into mountainsides. Currently It looks nice, open and flat which I like. Obviously inland hills, "mountains" and cliffs are fine but I'd stay away from having a mountain on the coast unless its for inland purposes rather than having stuff on the sea side of the mountain.
Beach bar WIP I tried to add some more Italian style. [img_thumb]http://cloud-3.steampowered.com/ugc/795190344749444089/B7C085313649F5F8FFF68BDA5AD3D28BF2967C2B/[/img_thumb] [img_thumb]http://cloud-2.steampowered.com/ugc/795190344749445125/35D605F360CD80B94001EE8AAA199821CFD96608/[/img_thumb] Suggestions are welcome :smile:
Any chance you could direct me to the textures you are using? They look pretty damn nice and fitting.
Those are Left 4 dead 2 texture if I recall.
[QUOTE=Callinstead;44355383]Those are Left 4 dead 2 texture if I recall.[/QUOTE] Even the roads and buildings on previous screenshots? I'll try mounting it into hammer and see if I can find em. Thanks.
[QUOTE=Ryu-Gi;44346812]Some video references for you! Really looking forwards to the finished product! -Also keep in mind that Mediterranean cities always had a castle-fort right on the coastline to defend the city from pirates back in ye olde days. [video=youtube;hLkmi-Q3JIA]http://www.youtube.com/watch?v=hLkmi-Q3JIA[/video] [video=youtube;sa10shFFq_4]http://www.youtube.com/watch?v=sa10shFFq_4[/video][/QUOTE] Rick Steves is the man, I've visited his blog a few times to reference castles for a project. I think one of the places he's talked about is Carcassonne, which I think is actually been referenced when making Cobblestone for CS GO. [IMG]http://upload.wikimedia.org/wikipedia/commons/6/65/00_Carcassonne_-_Ch%C3%A2teau_comtal_-_JPG1.jpg[/IMG] Notice the building in the middle of the image is very similar to that of the building in Cobblestone's CT Spawn. Anyway I definitely recommend looking through his visits for great references.
There will be some historical places in the map, but first the other buildings must be completed. The project [B]will[/B] need some extra help with mapping.
Sorry, you need to Log In to post a reply to this thread.