rp_city14

rp_city16 is a Half-Life 2: Role-Playing map. It’s currently based on Romanian architecture and will feature a few typical Half-Life 2 elements, such as the lighting set-up, the map’s layout and details such as graffiti and other signs of something going on outside of the Combine’s sight.

Goals:
The goal of this map are as following:
-At least five apartment buildings located on the plaza;
-One and maybe two apartment buildings nearby or behind the Nexus for Civil Protection officers;
-A pre-war building slightly integrated into a Civil Protection outpost, serving as a Nexus;
-Five or more stores for Civil Worker Union’s workers or independent companies;
-Two abandoned office complexes with an intact, abandoned parking garage below the largest office tower under the surface;
-Small and narrow sewers below the plaza that are filled with water for 40% and inhabited by Leeches (the leeches won’t cause damage to the player’s health. This way, people can role-play going through the water if they have the proper equipment.);
-Roads that can be used by Combine APC vehicle entities;
-Maintenance tunnels leading to an abandoned district;
-Crawl spaces below plaza apartment blocks leading to abandoned buildings;
-A trainstation based on a real-life Romanian trainstation.
The main goal is to make about 60% of the map accessible, meaning that you will be able to enter a lot of buildings. It’s also important that the player somehow gets the feeling as if they’re playing Half-Life 2.

I’m new to mapping and I’d really appreciate some help with the development because I expect this project to take a lot of time. Anyway, I’ll get started with a few screenshots taken in-game. There’s not much, just one apartment building that I’m currently working on and I’d love some feedback for that first. I especially want some feedback for the exterior of the building and the inside of the apartment rooms.

http://images.akamai.steamusercontent.com/ugc/364030021212512945/8E210B50881161678F1EFF5E9785BD2DAE33D6B9/[/T][T]http://images.akamai.steamusercontent.com/ugc/364030021214848801/010129C1246D4236164B932CEDD50379467AA5A2/[/T][T]http://images.akamai.steamusercontent.com/ugc/364030021214849673/5C54DE4FBB1CCA162302B1E4AA8865AE9635A925/[/T][T]http://images.akamai.steamusercontent.com/ugc/364030021214850056/5E419481D05B28F2ABDAEFDC11A8E238454B242F/

well first off add lighting + a skybox https://developer.valvesoftware.com/wiki/Skybox_(2D)
if you need help with the light_environment settings, use this guide (light_environment is what creates the “sunlight” in your level)
https://developer.valvesoftware.com/wiki/Sky_List

[editline]7th January 2016[/editline]

also, i would replace that door texture with something a bit less like something you’d find in a factory/maintinence area

Hehe, familiar building. I think you could add some foot and ceiling trims to the apartment interiors.

Looks good so far! But you may need to re-name it as rp_city14 already exists https://steamcommunity.com/sharedfiles/filedetails/?id=339466900

I’ll see if I can find a different door texture that’ll look better.
As for the Skybox and the light_environment, I will add those once I’m home and show the result!

If it looks too familiar I can change it if you want. In the meantime I’ll work on detailing the rooms. I’m not entirely sure what to add but I’m going to give it a try and post the result!

Great. All cities mentioned in Half-Life 2 are taken so far, except for 16 so I’ll go with that. Thanks for the heads-up!

It’s no problem. It’s always good to see what people can make based/ inspired on your work.

I think you should retexture those counters in the apartments, looks a little bit odd.

I think corrugated metal would be a strange choice for holding up parts of the building.

It doesn’t have to be called City x, you can always think of a creative name for it down the road.

The building looks nice so far, I’m not a fan of the sky blue door skin, but it’s a better choice than the normal usage of 01left.

I’m taking all the suggestions into consideration and am working hard om implementing these.
However, due to the general messy layout of the first apartment building, I have decided to do a complete overhaul.

As of now, these are the changes that will be made:
-The lobby will be replaced by a series of stairs, instead of housing more rooms;
-Apartment rooms will be more detailed & slightly more spacious. The windows will also be resized in order to save the player’s privacy;
-Layout in general will be changed. The building’s length will be longer than it’s current depth, making it look a lot taller.

I will post screenshots once I’m a 100% sure of keeping the new design. I hate to keep you guys waiting and since this is my first map ever, I have a lot to learn.

So I have completely re-done the building in the original post, here are the results:

http://i.imgur.com/j5Lh9F9.png[/T] [T]http://i.imgur.com/ev8Z1Eu.png[/T]
[T]http://i.imgur.com/o4Hf6jR.png[/T] [T]http://i.imgur.com/fu6YRIC.png[/T]
[T]http://i.imgur.com/JWU1HJV.png[/T] [T]http://i.imgur.com/YNpGKy7.png

There are a few things I missed, which is glass in the windows, one window frame and a few out-of-place textures.

Try not to use so much concrete, it’s a nasty looking texture. Experiment with some custom textures, I recommend TopHATTwaffle’s Real World Texture packs, you can find them here.

The walls/doorway in that screenshot looks like it may be 4units thick? Generally multiples of 8 should be used and to the grid, it’s more realistic and better when it comes to compiling.

I just tried the contents on the building and it didn’t exactly get that cold feeling I wanted it to have. I retextured it this morning and it looks a lot less like a solid block of concrete. I’ll post some screenshots in about an hour.

Should I keep the door/window frames the way they are right now? The walls are 5 units thick so it should be easy to adjust without having to change all the floors.

Oh yeah, requests and other suggestions regarding what I should add/change are more than welcome. I already have an idea stuck in my head that could serve as the Nexus, but I also want to add things people were craving for on different maps.

Edit:
New texture scheme.

Now I’ll start working on widening the walls & detailing the outside.

If you want help working on your map, I’d gladly give you a hand.

I would love some help. I’ll send you a message to your inbox!

It looks good, there’s always something to improve, but I’d think you should add some decals/overlays to make the building feel more used and old.

Agreed with Netrius, and if you are good with brushes, you can even create some holes in the walls, take a look at City 17 Architecture, most of the building have at least one hole in them.

Changelog:
-Part of a motorway added as an experiment (might be extended so it goes through the entire map, allowing players to travel by vehicles easily);
-Parking lot added along with cars;
-Decals added to the building;

And I’d like to thank Mr Anonymous for helping me with:
-Tunnel below the motorway;
-World lighting;
-Interior lighting;
-Overal optimalization.

http://images.akamai.steamusercontent.com/ugc/544175152546388788/E0ACEDACDA840224D467DA3B7B852ECA3636B802/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|2048:864&composite-to=,|2048:864&background-color=black[/T] [T]http://images.akamai.steamusercontent.com/ugc/544175152546388521/1A0DC6ECE3447DF87D53C47197E55FC1C8912654/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|2048:864&composite-to=,|2048:864&background-color=black[/T]
[T]http://images.akamai.steamusercontent.com/ugc/544175152546388961/83E678E56E46E314EC877B3DED4834A479560EAC/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|2048:864&composite-to=,|2048:864&background-color=black[/T] [T]http://images.akamai.steamusercontent.com/ugc/544175152546389130/EF6EA484FEB4E0CC49504D0037548CF2BBB7A1EB/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|2048:864&composite-to=,|2048:864&background-color=black

Screenshots provided by him as well.

Next goals for the map:
-Second apartment building (roughly 5 stories high);
-Third apartment (2 stories high ) located above 4 or more stores;
-Detailed motorway;
-More signs of Combine occupation throughout the current area.

Hey that map is starting to look sexy, good job! :smug:

[editline]20th January 2016[/editline]

We’ve got lots of work ahead of us, but I’ve got high hopes for this!