cs_embassy

  • Thread starter Thread starter dorain8
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dorain8

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ok guys I am pretty new to mapping and this forum (both about a week) and i have been asking alot of silly questions. My chief concern is if my map will be fun to play and have a nice 3d look to it (so it isnt a 1 floor fun house). Therefore i have decided to post a few pictures of my map in its current state. Now all comments and critiques and tips are very much welcome... but bare in mind that it is very much a work in progress...

oya the map is going to be taking place at dusk so it wont be as dark as it currently is (i havent set out the entire street level so i havent made a 3d skybox or a sun yet)

I would also like to add that i am going to be posting pictures periodically on the web for all to view the progress (mostly because Direct connecting with my friends everytime i have done something new is getting very annoying)

the complete screen shot gallery will be
http://community.webshots.com/album/481178075ssUGNE

http://community.webshots.com/photo/481178075/481207143jGHMFS
i added this tunnel so the map realisticly gets rid of the road

http://community.webshots.com/photo/481178075/481205968aeYVqr
this will be about where the cts spawn... to the right is that tunnel
the wall to the left is going to be the barrier seperating the embassy compound from the main street... evnetually i am going to be putting a door which will be caved in from cars making it unpassable (so you punks will have to use the ladders)

http://community.webshots.com/photo/481205971/481205971pLBONO
the 1st manhole acess

http://community.webshots.com/photo/481205886/481205886XbSeOu
a nice little alley way leading to the coolness

http://community.webshots.com/photo/481206539/481206539JXXNmL
door leading into the kitchen area for the bistro outside

http://community.webshots.com/photo/481206455/481206455CWVOLp
the kitchen from a corner (to the left is the door i am about to show you)

http://community.webshots.com/photo/481206268/481206268SuDkJT
door leading to the utility room

http://community.webshots.com/photo/481206638/481206638YQieEn
http://community.webshots.com/photo/481206715/481206715LqpFTU
these pictures are of the stair way leading to the utility room

http://community.webshots.com/photo/481206289/481206289nbjYfg
the utility room with an extra entrance to the sewers ... its all about the simple things like holes in the wall

http://community.webshots.com/photo/481206381/481206381NcnoJX
sewer picture 1

http://community.webshots.com/photo/481207027/481207027GJpJkG
sewer picture 2

http://community.webshots.com/photo/481207034/481207034ylKtVi#
picture of the ladder leading to the surface

in true dorain8 style i have to ask a couple questions

1. i am getting a purple glaze on alot of my textures ... does anyone know why

2. is there anyway to get rid of this line when 2 water blocks touch
http://community.webshots.com/photo/481206587/481206587pcJjWb

so once again please leave any comments you wish ... the map hasnt been completely layed out yet
 
Do a quick sketch of the layout (with labelling) and I'll give you some feedback. Put in and mark any main features such as the manholes, crate clusters, etc.
 
i just drew one out for a friend
... it has no crate clusters but does have manholes (the sewer path is not viewable either) one thing i am going to make an abundance of is cover from enemy fire ... i feel it is similar in comparison to the old militia in terms of having the terrorists be able to fortify the house and and backyard ... but not be able to completely cover the front yard

http://community.webshots.com/photo/481178075/481262871BmFEzX#
 
The purple textures answer:

Place something called env_cubemaps and spread them out, when in game type in the console buildcubemaps Dont worry, what it should do is perfectly normal.

I cant see what you mean on the water thing. Maybe a better screenshot.


-=-=-=__Map Feedback__=-=-=-​

It looks too dark in some places and too light in the other. I know you said your new to mapping but look for some tutorials about "Clipping" and "Vertex Editing" so your architecture (brushes in your map) dont look as blocky. But it looks like its coming on well so keep it up!

On this picture:

http://community.webshots.com/photo/481206924/481206924EdLLMZ

Why is there blood on the wall? Put sources of some things. For example, a corpse or something.

1 day can you give me the tutorial or how you did it, the blown out wall, mine always look terrible. So pm me when youve got the chance please.

I know how to do it its just that I cant do it like that.

Ahh, those water marks. http://community.webshots.com/photo/481206736/481206736gfbKjd

That could be to do with the cubemaps again. Allways put cubemaps on the water.

I see at the end there, http://community.webshots.com/photo/481207032/481207032NSrfBW theres some black void right? that could also be to do with the water marks. A leak. Obviously your going to fix that up.

-Crispy- http://community.webshots.com/photo/481262871/481262871BmFEzX Theres a lay out he's already drawn one.

But overall also. Make sure you make a nav file for bots. When it comes to that time i'll let you know how.

I am definitely going to download this once its finished.

G.Eagl3
 
OK think about the layout in realistic terms. Embassies are frequently sites of terrorist attacks by any faction or individual that has cause to disagree with the act of a nation or recognised representative of that nation.

If you were the ambassador of L33tL4nd and you needed an embassy for the nation of L33t located in N00bland, how well would you want it to be protected?

Usually you'd want it to be located in a building with as few entrances as possible, on a road with similar conditions.

Think about this sort of thing and you'll also find it easier to imagine how the Terrorists got in and where they'd be guarding, and where the CTs will need to storm.
 
i was thinking a nice chinese ambassador in the US where he doesnt need to worry that much about outsiders attacking .... im going t have it so the t's attacked from the sewers and the cts are putting aluminum ladders up to go over the walls of the embassy and then a nice side office where they blow out some windows to get into...

basically the T's made a stealth entry into the compound through the sewers while the CT's are going to make a dynamic entry over the walls and through a building
 
note: the layout within the embassy walls will definatly change as i do more research ... the actual embassy building will most likely be one of the last things i setup so i can do more research however i am going to stick to my general layout (you ahve to take into consideration that if i made rock rolid realistic embassy the terorist side would be wayy to skewed due to the cts having to come from 1 place ... it would be a frigin chicken shoot)
 
dorain8 said:
(you have* to take into consideration that if i made rock rolid realistic embassy the terorist side would be wayy to skewed due to the cts having to come from 1 place ... it would be a frigin chicken shoot)

He has a good point there. Its hard enough to make a map that doesnt give a team an advantage, but keeping it there when you know its giving a team an advantage is worse! So yeh good point.

Did you try what I said about those questions btw?
 
Yeah he sounds like he knows what he's doing as far as getting the balance between realism and gameplay. Looking forward to seeing it.
 
not yet eagle ... i actually took sort of a break today, had some business to do. but i will definatly get on it

for the most part the lighting is going to be completely redone
the blood stain i am going to be put a dead body in that room (like in train) to try and emphasize that was how the terorrists got in ...

and did that little mock tutorial on how to make a blown out wall help at all?
 
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