"NewCitadel" map with scripted lightsabers. O_o

Hey all. Another freaking map.
Buggy skybox and textures, almost no optimization. Well I didnt do VVis.exe, didnt make leafs/portals and even didnt apply Nodraw texture for some invisible faces.

The main idea was at something another: at the Lightsabers :smiley:
That contains Hammer-scripted lightsabers and I decided to make a whole fretta-gamemode for that. Well, I coded only player’s movement at LUA. Lightsabers are working fully but they were made in Hammer.
Well, check this:http://www.garrysmod.org/downloads/?a=view&id=124240
Pictures are included at file and I cant to [img] its .jpg’es because garrysmod.org doesnt want to support any links from another sites (that includes facepunch)

If you want to see only the map then download it and copy the map from garrysmod/gamemodes/fretta/lasersaber/content/maps/That is map.
If you want to open the map in Hammer to see the lightsabers for your own map then you can copy an uncompiled file (but it have some bugs and without some brushes, but .bsp version has it all)

Pick Up any white cylinder by a physcannon and it will auto-enable ! This laser is deadly.
‘E’ on unpicked cylinder to turn it to a healthpack (after 3 seconds)
LMB on unpicked cylinder to freeze it and turn on (makes a trap from that !)
By default fell laser is going to turn off after 4 seconds.

Why would you release that? It looks far from done. You also said buggy skybox and textures, maybe, just maybe fix that before releasing.

I wanted to post about lightsabers, they looks finished. (ignore the map)

Well also what does make you think that this is far from done ?! Just a question. I have this feeling too when I look at the map and dont really know what can help to finish the map

Little tip. Don’t release a map before it’s finished.

As for the lightsabers, presumably they are brush handles with a parented env_beam or env_laser. Really nothing to scream about. (Turns out its env_laser. It’s about 3 mins work max)

The map:

Lets start with the top and work down.

You have city textures on the ring, but you haven’t considered alignment. The texture covers the bottom and sides of the ring as well.

The ladders are poorly made. they are too thick and have textures on the side of them. At this point, i found that, on reducing the grid size down to 1 unit, everything was off grid and the ladder wasn’t even a whole number.

Next up the gantry. A good looking gantry should consist of the piece you walk over and at least a side brush (on each side) with a separate texture. A more complex one would have either prop or brush based sides, and support beams running under it, or support cables with the necessary beams underneath. These are one block, the top and bottom have a grate texture, the sides have a gantry side texture. The way it is set up make the whole thing look very odd.

At the bottom, we have three npc’s, one of which is standing on a combine fence. Any entity work is called stupid names, making it very hard to see what is attached to what.

Lights have no source and are white lights. No thought has been put into texture work, the skybox is a hollowed cube around the map.

Verdict:

Go back to the tutorials. Use written and video tutorials, but avoid 3kliksphilip like the plague. Don’t release anything else if it is unfinished, and certainly nothing where you know there are bugs.

Oh god.

This is something, to be honest, we don’t need, you said it’s far from done why release it for us to see?

If you want us to think that something is actually good, release your concept along with a decent looking map. also lightsabers are nothing new as far as I’m concerned.

masterpiece

You won the mapping section award, congratulations.

Hmm * Anthracite* and The Very Best please show me your own maps and I’ll laugh louder…

Well I didnt see Hammer scripted lightsabers earlier, sorry :smiley:

IronPhoenix I made this map (the scratch, not a map) just to insert lightsabers here. Thanks for tips but I just quested what will finish the map (I meant about brushes).
I’m not really agree with some of your comments: For example, how can any ladder there be on a grid when it is rotated ?! 3 combines at the floor are just doing strange animations and they are just as funny deco. Why you should to notice stupid names ?!
Every map I opened has hollowed skybox. Why am I doing mistake by placing the same box with skybox texture ? (I didnt apply nodraw textures at Outside that is the only I noticed)

Are you sure you really want me to show you my stuff

I notice you didn’t ask either me or sphinxa to show our work, maybe you have seen my awesome work…such as this: http://cloud.steampowered.com/ugc/540645435757357444/D37F466DA0B2C1FFD3F283D99CD1BA7BB5393DAB/

In all seriousness, i’ll clarify some points.

We have a tool known as the vertex manipulator. This allows you to move vertices into an on grid position. The button is the one at the very bottom (or far right if you have a horizontal toolbar).

Everything should have a purpose or a reason. If you want to build up an audience, you need to show your best work. As you can see, the video below is a concept, but even then, all the content had a purpose.

You will find though, that if you give meaningful names to your entities, that your life will be made so much easier. When you are dealing with entity systems that consist of 30 plus entities, you will be glad you named a door “ind_door_01”, rather than “thingy”.

A skybox should hug the playable area. This means that nonplayable space is not rendered if it is not needed. Hollowing a cube is as unoptimised as using carve (they use the same mathematics) and should be avoided. For test runs i use the cordon tool, for release i would build the skybox from individual brushes.

Here is something else i was messing around with, again, all content has a purpose. You shouldn’t add things that detract from the theme and purpose of the map.

[media]http://www.youtube.com/watch?v=ZSIRG2Sx7_A&feature=relmfu

While i’m on that point, look at combine architecture and try to emulate it. Lighting should be a soft blue and should always have a source. Use the clip tool and vertex tool where possible, and always keep to the grid. Also try to avoid overlapping brushes.

I knew, I KNEW that you will add your videos to this thread ! (I watched it already, earlier than you post your answer) That amazing ! Thanks for this great answer.

But I dont really understand what is light source…?
Is it a place where the light should come from ? I used dynamic entities to imitate that it is a place where the light in the building comes from.

A light source is the entity from which a light is being cast, for example a light bulb, a fire or a piece of radioactive fungi.

Light doesn’t come out from nowhere, there should be a source to justify it. The tutorial above will give you an idea about this.

Also, since you asked.

http://i1021.photobucket.com/albums/af338/zibbizor/gm_sanctuary0018.jpg[/thumb][thumb]http://i.imgur.com/UlySJ.jpg[/thumb][thumb]http://i1021.photobucket.com/albums/af338/zibbizor/plaza/gf0015.jpg[/thumb]
[thumb]http://i1021.photobucket.com/albums/af338/zibbizor/ww2town/rp_ww20044.jpg[/thumb][thumb]http://i.imgur.com/CYE99.jpg[/thumb][thumb]http://i.imgur.com/WRKwU.jpg[/thumb]
[thumb]http://i.imgur.com/5sjTw.jpg[/thumb][thumb]http://i.imgur.com/FVNC1.jpg[/thumb][thumb]http://i.imgur.com/RVfTO.jpg[/thumb][thumb]http://i.imgur.com/s0cnH.jpg

Look at these screenshots and check the lighting. Everytime it comes from somewhere, should it be the sky or a lamp.

Hmm in my different map (lostcoastcity) I made it fully, but I thought that dynamic entities such as strange rotating sphere + some vibrating tubes will imitate the casting of light fine… :smiley: Though, I made this map for my new fretta gamemode to include funny gameplay and lightsabers. I didnt want to work for a month just for a good picture. 3 arenas, many of fun, dancing combines. What can be better for some trash-map ?! That is why I made this thread - not to show some beautiful screenshots and to hear some comments like “looks good”, but to show the gameplay (that is why we are playing games on our computers).
My another map Lostcoastcity (I planted a thread 2 days ago) is went for HDR and beauty. I was making it for 4 months, but it has not so good gameplay.

Anthracite - AHAHHhahahahAHAHHAhahaahha. My mission is completed I laughed louder than you :<
Your work is good but please why the hell you should to push down noobs just because they made the second public map ever ?!

Because releasing a map with “Buggy skybox and textures, almost no optimization. Well I didnt do VVis.exe, didnt make leafs/portals and even didnt apply Nodraw texture for some invisible faces.” is utterly useless and make yourself look like a joke to the whole mapping community.

Because when you release your first map, you should then learn from the mistakes you have made, so your second is an adequate attempt.

Lost coast city was a good attempt, but it wasn’t the eyecandy you are making it out to be. If you release a map it should be of release standard. How many game devs do you know who release something in an alpha state?

for example, Markus Persson,… Markus Persson. !!! :smiley:

PS. I updated my post.

[editline]13th August 2011[/editline]

I made this map for my new fretta gamemode to include funny gameplay and lightsabers. I didnt want to work for a month just for a good picture. 3 arenas, many of fun, dancing combines. What can be better for some trash-map ?! That is why I made this thread - not to show some beautiful screenshots and to hear some comments like “looks good”, but to show the gameplay (that is why we are playing games on our computers).

I’m really understand now that this thread is useless, because I see that this community wanted to look at picture, not a game :smiley:

Indie games run on different rules. They don’t have the money to release when they are complete, so they release versions and updates. I’m talking about full games with publisher backing.

And to be fair, minecraft in an alpha state looked better than your map now.

Hmm who is going to pay me after I will release a map that should to be in a trashcan ?!

That’s not my point at all and you know it.