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RP_City38
"oz do u have beta for me pls"
An original Half Life 2 RP city project straight from my brain!
Credits
Slont - inspiration, cool story ideas, idea for the layout of the map
Orange - pretty much any of the posters in the map that aren't stock (Obama-style 'HOPE' and "Join Now!")
Raged - plaza layout ideas, Embassy ideas and bucketloads of reference images as well as a concept building
Alex - norway is ok alright?? also good php and thanks for letting me look at the C24 plans friend
Jonco - spending many hours brainstorming all of the Embassy/Nexus layout/features
Cow - lol ur name is brown coz u r a cow..... you helped with all of the criminal stuff yes yes ok ty
Hogs - lots of MIDNIGHT district suggestions like the strip club and gambling hall also weed circulation ty
All of the posters in this thread and people over Steam who make my (lack of) life complete~~
Progress List
- Complete.
- In progress.
- No current progress.
# General features #
- Script integrated event control; thunder, uprising/riot ambient sounds, wind loop toggle
- Imported structures from other projects
- Day/night cycle
- Map integrated weather control (rain/snow)
- Server transition zones
- Structural weakness implementation
- TITAN optimization
- SOLACE optimization
- MIDNIGHT optimization
- Custom textures
- Custom sounds
# "TITAN" District #
* In the northern district of City 38 sits the man-made structure known as the Embassy. It serves as a symbol for the Union's dominance over this City and is regarded as the most secure place in the region with state-of-the-art security. Some have said that this sector has grown a personality of its own. Curious. *
- The Civil Administration Embassy in the original layout with the broadcasting station, office, foyer and the security station.- Nexus integration into the Embassy structure.
- A large apartment block (Union Civil Housing; Block A).
- Ration distribution terminal.
* Nexus *
Sector 0 - Command
AI Node
Overwatch Deployment/Stasis
Conference room
The Vault
Sector 1 - Personnel
Garage
Infirmary
Cafeteria
Lobby
Sector 2 - Internal/External Affairs
Interrogation
Offices
Sector 3 - Sociostability
Detainment
Armoury
Firing Range
Breaching Training
Hand To Hand Training
# "SOLACE" District #
* Although the name is a synonym for relief, safety and comfort, there have been scarce reports of unorganised crime in this sector; most of them just being unplanned muggings in the sector's numerous darkened alleyways. *
- An old subway station with a security office and a blocked off tunnel.
- Two small and mirrored corner shops.
- An apartment block with 4 rooms bearing the City 17 layout from HL2.
- A pre-occupation German Cafe with a staff serving station.
- The Civil Worker's Union Headquarters - half-restaurant, half-office.
- A central pillar built by the Combine which is situated in the centre of a pond covered in ice and snow.
- A corner hangout with three benches and a car crash scene.
- A narrow alley which loops around the two corner shops, the corner hangout and the subway.
- An alley adjacent to the Civil Worker's Union HQ which links to the MIDNIGHT district.
- A darkened alley which is positioned between the subway exit and the empty building next to the Civil Worker's Union HQ.
- A small security station for Civil Protection which can temporarily store prisoners.
# "MIDNIGHT" District #
* Two things are uncertain: why did the Combine invasion force bombard this sector so heavily and why were there no subsequent building projects to turn this area into a suitable housing zone? The inhabitants don't actually care, probably because the spread of rubble and countless number of destroyed buildings in this sector serve as breeding grounds for scorn towards the Union. Visitors are advised that the Combine aren't the only ones who are paying close attention to the activities in this sector. *
- A large hall which serves as the connection point between SOLACE and MIDNIGHT.
- The Anek Bar, complete with a serving counter and a backroom for storage purposes.
- A destroyed hole in the floor next to the Anek Bar that links to the first 'real' building of MIDNIGHT.
- An old strip club by the name of 'Vice'.
- A food stand constructed from junk.
- A destroyed office block.
- A church (imported from city45_x1f) which has been edited to accommodate a back entrance/exit.
- A small gambling den.
- A crashed van next to a Combine barricade and some debris which has been claimed as a makeshift home.
- A semi-barricaded store at the end of the long street
- A tall building with several floors, a Combine observation post and rooftop access.
- A small gas station with a vehicle tunnel adjacent to it that is blocked off by debris.
- A junk vendor stand embedded in an alleyway.
- More features to be announced.
First OP:
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oz you are now officially addicted to making maps.
Anyways, maybe swap the trainstation out on the new map for this one? The one you made looks p sexy.
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I could see that in the C45 map or the one you're currently working on. It's a hell of a lot brighter and makes the whole train relocation concept make sense instead of a collapsed tunnel. Anyway, It's really nice. Good work Oz.
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I can see it in the place of C45's standing station as well, who knows, maybe you can swap it out and free up the entcount for more map additions.
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The green lighting and the window booths you used remind me of the new C8 map, it would be a really good addition it, perhaps there could be a side tunnel leading to the back tunnel at the underground bar.
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Or you could make an entirely new City map, which a few were trying to do but never did in the past, that train station looks nice.
But yes, I and others would probably like to see what kind of City map you could make :P
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I made a few textures and added bump maps to give them a bit of depth. The hexagonal pattern uses a light entity with a pulse setting to fade in and out. The "Subway Offline" texture scrolls across from one light to the other. I also made some custom broadcast sounds taken from a stock Microsoft Sam text to speech voice and edited them to say different things (but that is a secret for now :>).
Post Auto-Merged: December 15, 2012, 01:55:58 AM
Made good progress in the last 3 hours on an alleyway that is next to the plaza column and the train station. I'm trying to fix the graffiti showing up on the snow as we speak.
Post Auto-Merged: December 15, 2012, 04:29:16 AM
It's official, I have no life. I did the next section which took an hour:
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City 45 District 2? Really? What a shit name, why not name it to be a new City like City 33 or something else.
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City 45 District 2? Really? What a shit name, why not name it to be a new City like City 33 or something else.
Abbott are you ever happy with these maps? We're 45 and we have no cause to move so it makes sense.
If we are changing names though, I like the sound of City 38 or City 60
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City 45 District 2? Really? What a shit name, why not name it to be a new City like City 33 or something else.
You should just be grateful we're getting a new map at all. Oz doesn't exactly have to make us one, he has a life too.
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I'm all for having a new map, I just don't like the idea of it being named after a pile of shit map when it could have a new name all together, City 38 sounds like a good name for it as Doctor said.
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I would like the idea of RPing a simple district switch rather than a "whole city switch because gas leak" or something.
But if we did have to rename it I like City 38.
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I only picked City45_District2 as a placeholder chiefly because I didn't want to make 20 textures and then export them with a "C45" brand on them when I wanted to get community input as the title of the thread suggests. I'll leave the discussion regarding the name and location open for a while before the final choice is made.
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why dont you make your own map abbott then you can call it whatever you like
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I like how It's going. It looks cold and dark like a HL2RP map should and it looks pretty different from what you've posted. Gg Oz.
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Thread name changed to [WIP] RP_City38 - suggest features please.
I'm going to try and get some more custom textures and sounds created and I'll try to get the control room of the Nexus completed today.
Post Auto-Merged: December 17, 2012, 12:51:59 AM
Quite possibly the most secure room in the City 38 Nexus, the control room has been designed to function as if it were an artificial intelligence. When a user enters the room (from now on I'm going to call it the AI Node), they initially can't do anything to damage or disrupt Union activity. They are required to place a key card in the orange holder (these are dev textures at the moment, they will be changed). In my testing, the white key card is the correct one and the orange is a lower level card.
If a user puts in any entity other than the white card into the holder, a sound plays with the following message: "Unauthorized user input detected. The user must insert their High Command key card to continue." If I put in the correct card, this message plays: "Key card accepted. You may now issue commands."
When the correct key card is verified, the user can initiate the following (these are transcripts taken from the sound files)
NODE_CivilAdministrationOfficeLocked = I have placed the Civil Administration office on lockdown.
NODE_TearGasDeployed = I have deployed tear gas to the main entrance of the Nexus.
NODE_SectorZeroLockdown = I have placed Sector Zero on lockdown.
NODE_SectorOneLockdown = I have placed Sector One on lockdown.
NODE_SectorTwoLockdown = I have placed Sector Two on lockdown.
NODE_SectorThreeLockdown = I have placed Sector Three on lockdown.
NODE_SectorLockdownLifted = I have lifted the lockdown on the selected sector.
DISPATCH_AttentionJudgmentWaiver = Attention a judgment waiver is in effect. Citizens are to relocate to their nearest civil housing block immediately
DISPATCH_BioticIntrusionDetected = Attention. Unauthorized biotic intrusion detected. Field restrictors engaged. Citizens are to relocate indoors immediately.
DISPATCH_HazardousWeatherSystemDetected = Attention populace. A hazardous weather system has been detected in your area. Citizens are advised to relocate indoors for safety.
DISPATCH_RationCycleInitiated = Attention citizens. A ration distribution cycle has been initiated. Collect anti-fatigue rations from your nearest distribution centre.
This is the basic design of the AI node cluster:
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Very nice! Good job Oz! I can't wait for the maps final release.
The AI Node is quite a very interesting aspect to the Nexus.
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Gotta say, it's looking really neat so far. I'm liking the idea of making a whole new map. I'll probably come up with a list of stuff I'd like to see on the map, but I'm not exactly sure what everything looks like or what's even there. Maybe make a video or something of you going around the map and post it here? That'd be great.
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Indeed. Would be great to have another map besides C45 to call our own.
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Thanks for the kind words friends.
Behold, the Artificial Intelligence controlling City 38!
https://www.youtube.com/watch?v=go8PfkRESis
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Thanks for the kind words friends.
Behold, the Artificial Intelligence controlling City 38!
https://www.youtube.com/watch?v=go8PfkRESis
That is the most bawse command and control system I have seen in a HL2RP map.
Getting excited, keep it up Oz.
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holy shit this is amazing
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Jesus fucking christ... That is glorious! We should call it Dispatch or something like that, can it do other things? Suggestions: (this one is more about the code, not the map) the keycard should be an inventory item also if you are denied access more than twice then the chamber could be flooded with teargas as a defensive mechanism.
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Jesus fucking christ... That is glorious! We should call it Dispatch or something like that, can it do other things? Suggestions: (this one is more about the code, not the map) the keycard should be an inventory item also if you are denied access more than twice then the chamber could be flooded with teargas as a defensive mechanism.
This.
The cards should be inventory to help keep track, and HC only naturally. Perhaps add in some cameras that can be turned on and off depending on sociostability level and be shown on a bank of monitors in a different room.
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I don't really have the capacity to script a keycard item at the moment because it will make the map dependent on the script (something that isn't released yet) and could make testing a very long and arduous process. When the server is put up, I'll ask RTLK to test this on the dev server with an item based card or if worst comes to worst I can always have the AI check the name of the person pressing the buttons so that it will exclude everyone outside of CmD and SeC.
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Maybe make the Nexus not a pile of metal in the corner? Like a partially rebuilt building that has mostly internal Combine components rather than both the inside and outside.
(http://i.imgur.com/rfeyv.jpg)
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The AI node as a finished product:
Here's a bonus decal:
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You've really out done yourself, Oz. Like seriously, I am nowhere near your caliber and I consider myself at least a fairly decent mapper. :3 Well done, I really mean it.
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im helping make the map too
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raged has sexy exterior mapping skills swag yolo $$$ thx
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Alright, so I've whipped up a few ideas for some things that'd be cool to have in this new, amazing city that we'll be having! I've done my best to kind of organize them into sections, as well as how much I'd be dieing to see something like that in the map itself. So,here we go:
Infrastructure:
*Actual roads. Too be honest, the roads that exist in many maps I see don't look like roads used for vehicles at all. Unless you're basing the city of a not as modern layout as some cities, then I could see that. But very few roads that I see in maps look like they ever supported mechanized transport.
*A church, preferably an Orthodox one. If the map is based in Eastern Europe, the previous human town wasbound to have an Orthodox church in it. I heard that in the new City 45 update there was something like it, and it'd be nice if this city were to have one as well. It'd really help to promote the question of religion in the Union occupied universe.
*A HL2 Nexus, you know, like the one from the game. Kinda like what Pettit said. It'd be nice to have a Nexus that doesn't look like a metal box.
Detail-Stuff:
*Snow! Don't know if you're already doing this, but a snow themed map would be nice. Afterall, we are in Eastern Europe during winter. Aside from that fact, a snowy enviornment provides a lot of different roleplaying opportunities for people (because who doesn't want to pelt 03109 and see if they can get away?)
*Make everything aside from the plaza seem less open. I know when I went through HL2 recently (after I actually appreciated it for more than the boom bang pow kill some combine), I tended to notice that the one thing Resistance membersand humanity as a whole was the general confined spaces they fought in. Buildings, alleys, outer districts. They all felt much more confined. Open areas like the plaza, the Nexus area, huge roadsways, etc were the Union's domain.
Random Stuff:
*Speciality spawn room like Ineu Pass? Because I know that might help solve the whole "oh well the cca only got my anti-citizen because i had to run through p1" problem. Anti-citizens wouldn't have to spawn in a trainstation that the Union obviously controls, and you wouldn't have as many awkward moments that ICly wouldn't have happened. Loyalists could spawn in at the apartments, anti-citizens in P3 or whatever their domain is. To implement that idea a bit further, maybe make only new characters/new players spawn in the trainstation, and have everyone else spawn in that magic teleporter room?
*Make the ration terminal and the trainstation one. You don't really need a whole new building for rations, it just takes up so much extra space for shop, apartments, parks, etc. The RDT didn't really get used to often, and combining rations with the trainstation would make use of some space that isn't used to often (IE: give it more IC value).
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Cool decals Oz, glad to see the map is progressing well. I would like to see some less-open areas as well, like some confined alleyways and slummy areas off from the beaten path, similar to the alleyways off from the main road in C11.
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How much for my own decal??? jk jk
On the topic of the church, perhaps it could be filled with Union propaganda, literally covering almost all the building, the church could actually look good because it can be a "shrine" to the Universal Union. The church could have been re-purposed into a house of propaganda and worship of the Combine... What better way to control people than through faith!
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More decals:
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The new decals look very nice. Good job!
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is this map only availibile 2 g0ld members? ???
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is this map only availibile 2 g0ld members? ???
What? No...lol....This map is most likely going to be used for the HL2RP server.
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If you make the map have snow by default the falling snow can be handled by the script. Would be nice to have something different for once
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If you make the map have snow by default the falling snow can be handled by the script. Would be nice to have something different for once
As in, have the script be able to turn the falling snow on and off?
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I have a suggestion, what if the Scanner and like in the grid control room there would be Computers, and when the scanner takes pictures, it transmits like a jpeg to the screen and the grid guys can look at it and report stuff,etc EPICC!
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I have a suggestion, what if the Scanner and like in the grid control room there would be Computers, and when the scanner takes pictures, it transmits like a jpeg to the screen and the grid guys can look at it and report stuff,etc EPICC!
Too much time, effort and entities that could be dedicated somewhere else.
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i have a question, in the artifical inteligence video, it says network intrustion, i mean how does this work? what importance does it have, like how would the sound come up if like some rebel or something 'did something' like put a "plug" into some wall or something for example, would that sound come up? unless theres reason for it theres really no point for it :P
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i have a question, in the artifical inteligence video, it says network intrustion, i mean how does this work? what importance does it have, like how would the sound come up if like some rebel or something 'did something' like put a "plug" into some wall or something for example, would that sound come up? unless theres reason for it theres really no point for it :P
It's part of the embedded event control system which will also be featured in City 45 when the server opens. The button is activated from a remote location and /event's will elaborate on why/how this occurred and what the effects of it are.
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I was thinking perhaps for a link to the outlands, there could perhaps be a hidden tunnel somewhere that would lead just outside of the city walls, and you'd walk ahead from the exit of the tunnel and you would find a little outpost in an abandoned football pitch, like a small urban one partially covered in equipment and computers and partially covered by vegetation, maybe trees that would cover it from people looking down (helicopters etc). Just a thought, think it will look nice if its pulled off right.
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I was thinking perhaps for a link to the outlands, there could perhaps be a hidden tunnel somewhere that would lead just outside of the city walls, and you'd walk ahead from the exit of the tunnel and you would find a little outpost in an abandoned football pitch, like a small urban one partially covered in equipment and computers and partially covered by vegetation, maybe trees that would cover it from people looking down (helicopters etc). Just a thought, think it will look nice if its pulled off right.
then everyone who passes it will rply get computer parts,etc and over 10000000 people will say, come here i got computerz lulz lets go watch y000tube
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I was thinking perhaps for a link to the outlands, there could perhaps be a hidden tunnel somewhere that would lead just outside of the city walls, and you'd walk ahead from the exit of the tunnel and you would find a little outpost in an abandoned football pitch, like a small urban one partially covered in equipment and computers and partially covered by vegetation, maybe trees that would cover it from people looking down (helicopters etc). Just a thought, think it will look nice if its pulled off right.
then everyone who passes it will rply get computer parts,etc and over 10000000 people will say, come here i got computerz lulz lets go watch y000tube
I'm pretty sure the Internet would be damned near inaccesible, with the servers going down as soon as a day after the 7 Hour War.
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If people want to play in areas which are far away outside of the City, then they'll have to play on the Outlands server because we need to keep the main focus on the citizens.
I'm pretty sure the Internet would be damned near inaccesible, with the servers going down as soon as a day after the 7 Hour War.
The internet as we know it is definitely down. Wide area networks such as the one that the Union uses to gather unit data and connect synthetics with the "hunting pack mentality" would be one of the only existing networks and maybe some Resistance ones in other areas which are run through locally linked devices.
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As i said, 1000000000000 people would have computers.
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I'm pretty sure that that many people have not even played HL2RP, let alone spammed an auths board requesting a computer.
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Computers or no computers, same premise. They could be broken, without power or whatever - I've seen a lot more crazy shit than just a few computers.
Even with just beds and basic food supplies, I think it'd still work and look well.
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I added the framework of what will be the Civil Worker's Union headquarters with a scrolling holographic texture and I also began work on a shelter which is embedded in an alleyway.
All of the Nexus sign textures (plus some extras) are complete:
Here is the first city district as it stands:
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I added the framework of what will be the Civil Worker's Union headquarters with a scrolling holographic texture and I also began work on a shelter which is embedded in an alleyway.
All of the Nexus sign textures (plus some extras) are complete:
Here is the first city district as it stands:
Good job Oz. I really like the way it's coming along. Maybe just add some higher/lower elevation areas, instead of it just being flat all over.
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Yeah, what cow said. Maybe add some higher buildings behind the ones you have to make it all a bit higher and possibly make more buildings able to access? (I'm just going off of what I can see. Looks like there isn't many buildings there you can enter.) Also one small thing. The fire in the trash can looks like it's clipping through.
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Since when did we change to a snowy environment?
I love it!
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SUGGESTION: Make some of the buildings have roof access which can be biolocked and unlocked when needed for an OTA opp for example.
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I rather like the dark, snowy environment. It transforms an already cold, and dark setting and makes it something out of 1984.
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If you make the map have snow by default the falling snow can be handled by the script. Would be nice to have something different for once
As in, have the script be able to turn the falling snow on and off?
Yeah.
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Cutting out the embassy from city45_x1f and then positioning it to fit accordingly with the current district took me about 30 minutes to do and it worked like a charm on the first try. This will be expanded on to be the Nexus:
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Oh it looks really nice and I like how you actually took the suggestions and made it no look like a hunk of metal in the corner but like a Union occupied pre-war building.
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Indeed, and I also like the idea of rooftop access.
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Thanks chaps. When I get a free moment I'm going to have to make adjustments to the interior of the embassy because I'm already at 27% of brushes available in the map.
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Oh it looks really nice and I like how you actually took the suggestions and made it no look like a hunk of metal in the corner but like a Union occupied pre-war building.
thanks raged for drafting the building
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thanks raged for drafting the building
my love i am going to use that building you gave as a citizen thing (maybe an RDT) ok thx bb
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thanks raged for drafting the building
my love i am going to use that building you gave as a citizen thing (maybe an RDT) ok thx bb
I was on a server that uses the map that we are going to (maybe without our permission, I don't care right now) that there is insufficient housing, are you adding more buildings, maybe another UCH into the plaza?
This server had a cap of 48 and was full.
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Revotech was given a beta version of City 45 with my permission. Unfortunately, their community consists primarily of people who are ungrateful for getting things handed to them for free all of the time so they will not be receiving a custom tailored version when I recompile the full release.
As for the insufficient housing, nothing has really changed apart from the removal of the P3 apartments as part of the P3 overhaul and they've since been replaced with the HL2 styled apartments.
Right, but that is the only issue that I can conjure up at this time, map space permitting, we could have another UCH in lieu of one of the inaccessible buildings, I was thinking either near the plaza or down the street towards the CWU HQ, near the garage.
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The map is at the current limits for brushes and textures.
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The map is at the current limits for brushes and textures.
How did you use up that many brushes that quick lol
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Unfortunately, the previous mappers didn't seem to have any concept of making brushwork properly so we have six blocks to seal one hole in some areas.
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Unfortunately, the previous mappers didn't seem to have any concept of making brushwork properly so we have six blocks to seal one hole in some areas.
I'm no professional mapper, but is there any way you could redo the offending spots on the map in order to free up more space?
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Making progress on the detainment area. Yes, the design is generic and bad at the moment because I still have to decorate it and add an area for removing of troublesome citizens.
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Making progress on the detainment area. Yes, the design is generic and bad at the moment because I still have to decorate it and add an area for removing of troublesome citizens.
[Pictures]
Looking good, Oz.
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Just a suggestion, but I rather liked the detainment block on C11. Reminded me a lot of the Death Star.
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Just a suggestion, but I rather liked the detainment block on C11. Reminded me a lot of the Death Star.
I can't really remember C11 but I'll check it out in a bit.
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Just a suggestion, but I rather liked the detainment block on C11. Reminded me a lot of the Death Star.
I support this, those blocks were badass.
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Just a suggestion, but I rather liked the detainment block on C11. Reminded me a lot of the Death Star.
I support this, those blocks were badass.
+support
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Looks good so far, looking forward to playing on it at some point in the future :P
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I think using the City 11 detainment block is a good idea. It's a different scene from the usual square and empty detainment block. I think the interrogation room could use a little work since it's kind of bland and generic, but it's definitely still worth using.
For those who don't know what the City 11 detainment block looked like:
Anyways, I think that good maps aren't boring. And city role-play can already get pretty boring too since there's not much to do or look at in most cities. It'd be nice to see some more unique architecture rather then the constant brick and concrete surroundings. On a small scale, instead of having just having open spaces, you can put a park or an abandoned and empty market. And on a larger scale, you could even place a baseball or football field. I can see a lot more role-play coming out of that then an empty and unoccupied city.
I'm glad to see that the map is coming along. Keep up the good work.
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~inspired by Bluff~
The lighting is going to be replaced and the floor will probably get edited before I'm done with the area.
Post Auto-Merged: December 30, 2012, 06:50:51 AM
I've extended and modified the cells to use prison doors rather than the shields:
Next step: brighten up the red lights and make a proper interrogation area.
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I preferred the shields to be honest, looked more modern or advanced.
Love how you've made it a bit similar to the city 11 detainment but still managed to give it a unique look.
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Looking good, very menacing cell block.
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I think it's got way more flair and aesthetic appeal than the WIP images of the long square corridor we had before.
If I do keep making areas into boring square tubes, don't hesitate to post and be sure to suggest improvements; even if they do sound insignificant.
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I couldn't help but notice the walk from the plaza to the embassy is a little long, could I suggest perhaps a tram or something being added if that's possible (I've seen it in human error I think), maybe a little unnecessary idk, perhaps some lighting at the very least? Presuming it's meant to be a used part of the combine infrastructure, not a worn dorn lightless tunnel.
- just realized this was in the wrong map suggestion bit, but oh well ;p
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I couldn't help but notice the walk from the plaza to the embassy is a little long, could I suggest perhaps a tram or something being added if that's possible (I've seen it in human error I think), maybe a little unnecessary idk, perhaps some lighting at the very least? Presuming it's meant to be a used part of the combine infrastructure, not a worn dorn lightless tunnel.
That area is currently in development and is a placeholder where more detail/lighting will be put in later.
Update: Nexus garage finished. It has a tunnel which links to the right of the embassy front entrance. The lighting is a bit dark but you get the general idea. It'll be about twice the brightness when I get around to it tomorrow. I think I'm going to edit the hexagonal metal texture to have a lower opacity on the pattern because it's starting to cause eye fatigue whenever I move through hallways and causes my eyes to blur at the sides (tested this a few times and happens regardless of how long I've been looking at the monitor).
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Could we see a couple shots of the plaza? I think the plaza is pretty much the most important part of the map.
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The plaza pictures are one page back on this post: http://www.catalyst-gaming.net/index.php?topic=21079.msg154526#msg154526 (http://www.catalyst-gaming.net/index.php?topic=21079.msg154526#msg154526)
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The plaza pictures are one page back on this post: http://www.catalyst-gaming.net/index.php?topic=21079.msg154526#msg154526 (http://www.catalyst-gaming.net/index.php?topic=21079.msg154526#msg154526)
Yeah, sorry, my bad.
I suggest improving the plaza lighting as it looks very bleak and depressing. Maybe add in some stores the CWU could use.
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I suggest improving the plaza lighting as it looks very bleak and depressing. Maybe add in some stores the CWU could use.
Do you mean that the lighting is boring/generic or that a citizen would feel bleak and depressed looking at it? As for the stores, there are two small areas that can be used for basic goods. I'll add some more shops adjacent to the CWU HQ though.
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I suggest improving the plaza lighting as it looks very bleak and depressing. Maybe add in some stores the CWU could use.
Do you mean that the lighting is boring/generic or that a citizen would feel bleak and depressed looking at it? As for the stores, there are two small areas that can be used for basic goods. I'll add some more shops adjacent to the CWU HQ though.
As a citizen, I would feel sad just looking around, it's so dark and gloomy.
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It doesn't really seem like a plaza to me. It needs to be more organized I guess you could say.
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isn't the HL2 night theme meant to be depressing and gloomy? the combine haven't really fine tuned their decorating skills and I think they'd rather have people depressed.
I don't think the plaza looks unorganised, just different which might be a good thing.
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I suppose. I mean I can only make judgements off of the pictures. Anyway, I can't complain about how gloomy, dark/light the map is because nobody is ever satisfied with that. I enjoyed the daytime C45 map but It's ultimately Oz's decision.
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I could always make two editions of the map - one would be day time with the outdoor lights off and the night time version would have the dark sky and the outside lights on.
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Why not create a 3D skybox and then someone could code a day and night. However the problem with that is most day and night scripts are short. So what I suggest for the coder to make a full d/n cycle for at least 12 hours in order to prevent it from disrupting immersion.
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Why not create a 3D skybox and then someone could code a day and night. However we need to make the duration of having day for 6 hours and night for 6 hours possibly.
Animated 3d skyboxes have been known to cause major lag because they have to keep casting shadows on every brush as the sun rises/falls. I'll try it anyway though.
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Why not create a 3D skybox and then someone could code a day and night. However we need to make the duration of having day for 6 hours and night for 6 hours possibly.
Animated 3d skyboxes have been known to cause major lag because they have to keep casting shadows on every brush as the sun rises/falls. I'll try it anyway though.
You're right about that but as you notice the hrp map doesn't seem to hog framerate, unless maps with lots of entities cause this to happen.
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I took a break from working on the Nexus and I spent some time working on an outdoor cafe:
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One of the first rooms on the UCH, block A, first floor:
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Looks good Oz. Can you make the rooms like the ones in C17? That would be badass.
Keep up the good work.
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Looks good Oz. Can you make the rooms like the ones in C17? That would be badass.
Keep up the good work.
Already made an apartment block with that layout. I'll see if I can come up with a new one so that I can fit more in (the C17 ones take up more room than you would think) and it's in our interests to have as many as possible to cater for times of high demand like a judgment waiver so that citizens don't go missing.
Post Auto-Merged: January 01, 2013, 07:13:39 AM
Updated the OP with a progress list.
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Wow I came up with the name, where am I in those credits!!! Gaaah!
OT: I really like how instead of labeling the districts with numbers they have names, EVAN wouldn't be the AI by any chance?
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Not really post-worthy but I made a scrolling holographic texture (it says "Welcome to City Thirty Eight") that spins around the pillar. I just need to fix the lighting and it's all good. SOLACE is almost done.
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oz do u have beta for me pls
pls
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sry friend
no
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Getting excited.
At this rate the map will be done before our HL2RP server is up x)
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Getting excited.
At this rate the map will be done before our HL2RP server is up x)
I could probably finish this in 3 months if I kept going the same rate that I am now. Probably won't happen though because I've got classes starting 30 days.
UPDATE: Taking any and all suggestions for Resistance/anti-citizen/crime-related things! These can be decals, map features, hidden spots (PM these to me if you want; no guarantees on an area dedicated to your gang/group) or other things that aren't listed here. Features which are implemented will probably be put into the MIDNIGHT district unless specified otherwise.
Post Auto-Merged: January 03, 2013, 05:55:14 AM
Here is the current work done on the MIDNIGHT district (OP updated accordingly):
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Hello this is Red and great work on the map so far Oz.
Now while I was looking at your MIDNIGHT pics I thought up a few things about the district. From what the OP says this district is neglected by the Union, so chances are it's going to be -really- run down. I was thinking the insides of most of the older decaying buildings might look something like this.
Or something similar, I dunno.
Also, even though you already did the church in city 45, I was thinking - again, Union disapprove, done goes the building upkeep. Here's a example for what I'm talking about.
The building is falling apart but it isn't completely destroyed yet - and it will take quite some tome for it to fall apart on its own.
Since this picture hates me i'll edit this with a new picture once I stop feeling lazy.
Welp okay I stop bothering you now.
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The first image is pretty spot-on with the general look and feel of MIDNIGHT, but there will be adjustments to the lighting to suit the blue/green theme. I still have to draw up a rough plan of the district though I think I can make three large destroyed buildings and maybe eight or so small ones.
Second picture doesn't support hotlinking, by the way.
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Wow, awesome job so far, Oz. I would much like to shake your hand. Keep it up. :)
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Very good job Oz, you are one of the best mappers I know.
Keep up the good work, and I can't wait playing on this map.
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Current progress on MIDNIGHT:
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wow oz ur bad at mapping, pls stahp
Jk jk lol.
I like the way the map is comming along, perhaps add rooftop acess in some of the district buildings? I think it would add a cool twist to the map, seeing how many maps out there you can't get on roofs (gm-bigcity is the only one I can name off the top of my head)
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We're going to need so many flashlights to navigate this map...
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We're going to need so many flashlights to navigate this map...
Heh, all of it is just developer textures at the moment so the lights that are currently shown in the images don't reflect properly off of the surfaces. Brushwork gets constructed first, then lighting is placed and then all of the extras are tuned to fit the scene.
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Adding little secret areas will add a lot to the map, not huge secret rooms but for example press a floorboard and it opens a little cavity, and little easter eggs like that always make a map that little bit better(to me, atleast.)
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Adding little secret areas will add a lot to the map, not huge secret rooms but for example press a floorboard and it opens a little cavity, and little easter eggs like that always make a map that little bit better(to me, atleast.)
I agree. I will do my best to make parts in walls which can have their visibility and solidity toggled when you press a button so that you can hide some small/mid-sized items in there.
Post Auto-Merged: January 07, 2013, 06:48:30 PM
I've built the strip club (the name for it is 'Vice') after receiving a couple of suggestions along the lines of a nightclub/casino.
This is the club without any decoration (decals/posters/etc):
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Good job Oz. I really think that the strip club will be good for passiveRP, as silly as it is. Either way, it would be a place for people to get together, chat, get drinks, ect.
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Even though the lighting theme of the MIDNIGHT district is all dark blues and purples, an occasional room or building with more neutral lighting can be nice.
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I like the way the map is comming along, perhaps add rooftop acess in some of the district buildings? I think it would add a cool twist to the map, seeing how many maps out there you can't get on roofs (gm-bigcity is the only one I can name off the top of my head)
having a multi layered map makes it instantly 100x better, if a couple houses have access to roofs and then you can navigate roof to roof (risky jumping oh yes), that sort of stuff is cool
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I like the way the map is comming along, perhaps add rooftop acess in some of the district buildings? I think it would add a cool twist to the map, seeing how many maps out there you can't get on roofs (gm-bigcity is the only one I can name off the top of my head)
having a multi layered map makes it instantly 100x better, if a couple houses have access to roofs and then you can navigate roof to roof (risky jumping oh yes), that sort of stuff is cool
Makes it funner to navigate the city as a citizen if your character has to stay away from the CCA too.
Also Oz perhaps you'd consider adding a old run down clock tower somewhere that you could enter and go to the top? Just came to my mind out of nowhere.
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Roof top access can be done (it's already in the works for the tall building in MIDNIGHT) and if I don't hit engine limits after the Nexus is built then I'll work on a clock tower.
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I suggest a little public hideout in the sewers. I mean, have small bunker similar to one in C8 V1 but obviously hidden away a little, nothing too fancy just a place where Anti-Citizens could duck in for some rest or meet up.
I also love the idea of a clocktower... Assassination ideas mostly. Give it a great overview of the districts, maybe even some of the P1 district (can't think of the name right now).
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I suggest a little public hideout in the sewers. I mean, have small bunker similar to one in C8 V1 but obviously hidden away a little, nothing too fancy just a place where Anti-Citizens could duck in for some rest or meet up.
I also love the idea of a clocktower... Assassination ideas mostly. Give it a great overview of the districts, maybe even some of the P1 district (can't think of the name right now).
I'm sure that most citizens would either meet up at the bar or the stripper club, like how they met up at the bar on the old map.
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I don't have any pictures of Nexus stuff just yet. All of that will be done once MIDNIGHT is complete. I could just port the labs over from x1f.
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Make the garage look more like a warehouse and a lot brighter, and if you decide to still add and a room like the MoC then put it in the garage. What I picture in my head is an above ground garage attached to the side of the nexus/around the back. Something like this:
And then an MoC on the side with windows or something so you can see into the garage like this:
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A bathroom in the nexus. We don't shit in our suits nor have we had anything of the sort before.
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A bathroom in the nexus. We don't shit in our suits nor have we had anything of the sort before.
We had this in city45_x1e and it wasn't being used nearly enough to justify keeping it, unfortunately.
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Make the garage look more like a warehouse and a lot brighter, and if you decide to still add and a room like the MoC then put it in the garage. What I picture in my head is an above ground garage attached to the side of the nexus/around the back. Something like this:
And then an MoC on the side with windows or something so you can see into the garage like this:
Holy shit. This! This! I agree with this completely. I will give my mortal soul for this to be included!
I suggest making it a bright room because the one in C45 requires 24/7 flashlights to work in.
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Seeing as today marks City 38's inception one month ago, here is a progress report (important ones are coloured and bold):
Object names Objects/Maxobjs Fullness
------------ --------------- --------------- --------
models 92/1024 ( 9.0%)
brushes 3194/8192 (39.0%)
brushsides 23517/65536 (35.9%)
planes 13144/65536 (20.1%)
vertexes 23010/65536 (35.1%)
nodes 4800/65536 ( 7.3%)
texinfos 2599/12288 (21.2%)
texdata 261/2048 (12.7%)
dispinfos 35/0 ( 0.0%)
disp_verts 2835/0 ( 0.0%)
disp_tris 4480/0 ( 0.0%)
disp_lmsamples 41144/0 ( 0.0%)
faces 13682/65536 (20.9%)
hdr faces 0/65536 ( 0.0%)
origfaces 9393/65536 (14.3%)
leaves 4893/65536 ( 7.5%)
leaffaces 17352/65536 (26.5%)
leafbrushes 5896/65536 ( 9.0%)
areas 16/256 ( 6.3%)
surfedges 104999/512000 (20.5%)
edges 64747/256000 (25.3%)
LDR worldlights 206/8192 ( 2.5%)
HDR worldlights 0/8192 ( 0.0%)
leafwaterdata 3/32768 ( 0.0%)
waterstrips 1770/32768 ( 5.4%)
waterverts 0/65536 ( 0.0%)
waterindices 32496/65536 (49.6%)
cubemapsamples 0/1024 ( 0.0%)
overlays 9/512 ( 1.8%)
LDR lightdata [variable] ( 0.0%)
HDR lightdata [variable] ( 0.0%)
visdata [variable] ( 4.2%)
entdata [variable] (52.7%)
LDR ambient table 4893/65536 ( 7.5%)
HDR ambient table 4893/65536 ( 7.5%)
LDR leaf ambient 17510/65536 (26.7%)
HDR leaf ambient 4893/65536 ( 7.5%)
occluders 0/0 ( 0.0%)
occluder polygons 0/0 ( 0.0%)
occluder vert ind 0/0 ( 0.0%)
detail props [variable] ( 8.3%)
static props [variable] ( 0.0%)
pakfile [variable] ( 0.0%)
physics [variable] (28.5%)
physics terrain [variable] ( 1.0%)
Level flags = 0
Total triangle count: 39725
Writing e:\steam_bu\steamapps\thejackal47\sourcesdk_content\ep2\mapsrc\rp_city38.bsp
2 minutes, 6 seconds elapsed
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Seeing as today marks City 38's inception one month ago, here is a progress report (important ones are coloured and bold):
Object names Objects/Maxobjs Fullness
------------ --------------- --------------- --------
models 92/1024 ( 9.0%)
brushes 3194/8192 (39.0%)
brushsides 23517/65536 (35.9%)
planes 13144/65536 (20.1%)
vertexes 23010/65536 (35.1%)
nodes 4800/65536 ( 7.3%)
texinfos 2599/12288 (21.2%)
texdata 261/2048 (12.7%)
dispinfos 35/0 ( 0.0%)
disp_verts 2835/0 ( 0.0%)
disp_tris 4480/0 ( 0.0%)
disp_lmsamples 41144/0 ( 0.0%)
faces 13682/65536 (20.9%)
hdr faces 0/65536 ( 0.0%)
origfaces 9393/65536 (14.3%)
leaves 4893/65536 ( 7.5%)
leaffaces 17352/65536 (26.5%)
leafbrushes 5896/65536 ( 9.0%)
areas 16/256 ( 6.3%)
surfedges 104999/512000 (20.5%)
edges 64747/256000 (25.3%)
LDR worldlights 206/8192 ( 2.5%)
HDR worldlights 0/8192 ( 0.0%)
leafwaterdata 3/32768 ( 0.0%)
waterstrips 1770/32768 ( 5.4%)
waterverts 0/65536 ( 0.0%)
waterindices 32496/65536 (49.6%)
cubemapsamples 0/1024 ( 0.0%)
overlays 9/512 ( 1.8%)
LDR lightdata [variable] ( 0.0%)
HDR lightdata [variable] ( 0.0%)
visdata [variable] ( 4.2%)
entdata [variable] (52.7%)
LDR ambient table 4893/65536 ( 7.5%)
HDR ambient table 4893/65536 ( 7.5%)
LDR leaf ambient 17510/65536 (26.7%)
HDR leaf ambient 4893/65536 ( 7.5%)
occluders 0/0 ( 0.0%)
occluder polygons 0/0 ( 0.0%)
occluder vert ind 0/0 ( 0.0%)
detail props [variable] ( 8.3%)
static props [variable] ( 0.0%)
pakfile [variable] ( 0.0%)
physics [variable] (28.5%)
physics terrain [variable] ( 1.0%)
Level flags = 0
Total triangle count: 39725
Writing e:\steam_bu\steamapps\thejackal47\sourcesdk_content\ep2\mapsrc\rp_city38.bsp
2 minutes, 6 seconds elapsed
So then you still got quite a lot of brushes left over, right?
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Oz you'e doing a fantastic job. Love what you got coming along here. Looking at your compile report. Lol it's a lot different then an outdoor map compile log. Here's the report from Ineu_Pass_v1c
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 116/1024 5568/49152 (11.3%)
brushes 4175/8192 50100/98304 (51.0%)
brushsides 42004/65536 336032/524288 (64.1%)
planes 49378/65536 987560/1310720 (75.3%)
vertexes 43967/65536 527604/786432 (67.1%)
nodes 17295/65536 553440/2097152 (26.4%)
texinfos 7263/12288 522936/884736 (59.1%)
texdata 451/2048 14432/65536 (22.0%)
dispinfos 2021/0 355696/0 ( 0.0%)
disp_verts 82109/0 1642180/0 ( 0.0%)
disp_tris 119200/0 238400/0 ( 0.0%)
disp_lmsamples 5460364/0 5460364/0 ( 0.0%)
faces 24699/65536 1383144/3670016 (37.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 13845/65536 775320/3670016 (21.1%)
leaves 17412/65536 557184/2097152 (26.6%)
leaffaces 28337/65536 56674/131072 (43.2%)
leafbrushes 13977/65536 27954/131072 (21.3%)
areas 5/256 40/2048 ( 2.0%)
surfedges 169112/512000 676448/2048000 (33.0%)
edges 102676/256000 410704/1024000 (40.1%)
LDR worldlights 154/8192 13552/720896 ( 1.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 4/32768 48/393216 ( 0.0%)
waterstrips 1915/32768 19150/327680 ( 5.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 35472/65536 70944/131072 (54.1%)
cubemapsamples 303/1024 4848/16384 (29.6%)
overlays 125/512 44000/180224 (24.4%)
LDR lightdata [variable] 23413260/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 11102997/16777216 (66.2%)
entdata [variable] 299641/393216 (76.2%)
LDR ambient table 17412/65536 69648/262144 (26.6%)
HDR ambient table 17412/65536 69648/262144 (26.6%)
LDR leaf ambient 91292/65536 2556176/1835008 (139.3%) VERY FULL!
HDR leaf ambient 17412/65536 487536/1835008 (26.6%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/2930908 ( 0.0%)
dtl prp lght [variable] 1/285509 ( 0.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/248104 ( 0.0%)
pakfile [variable] 24983235/0 ( 0.0%)
physics [variable] 1586919/4194304 (37.8%)
physics terrain [variable] 477065/1048576 (45.5%)
Level flags = 0
Total triangle count: 64164
Writing c:\mapsrc\rp_ineu_pass_v1c.bsp
18 minutes, 37 seconds elapsed
Yes It took a mere 18 minutes but I compiled it on fast vis. Too lazy to optimize such a large map. I'll try to optimize ineu_valley though to run full. I had more of a problem running out of displacements then brushes lol.
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what about all the 3rd eyr STUTFF THOUGH NOt EVERY OCMMUNITY HAS THIRD EYE
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what about all the 3rd eyr STUTFF THOUGH NOt EVERY OCMMUNITY HAS THIRD EYE
cbf doing anything third eye related other than the decals - too much bitching about IC knowledge suddenly gained from people who OOCly stumble into it when they can't give me a valid IC story that matches the official explanation
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what about all the 3rd eyr STUTFF THOUGH NOt EVERY OCMMUNITY HAS THIRD EYE
This.
This is why I'm not putting any Clinic or Crazies symbols in Ineu Valley. I might make another CG Easteregg for teh lulz but yeah. Anything hardcoded into the map, unless its an easteregg, make sure ALL gaming communities will be satisfied.
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So then there won't be like "Catalyst-Gaming" at the train-station entrance or whatnot?
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So then there won't be like "Catalyst-Gaming" at the train-station entrance or whatnot?
The answer is no, it's not going to have the current rp_city45_catalyst_x1f branding because I no longer find it beneficial to map specifically for one community after the last update. Instead, I feel as though I need to map for myself.
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Current status of MIDNIGHT:
Still a lot of lighting work to do in order to have those props casting the correct shadows.
Don't forget to check Statua's progress on Ineu Valley @ http://www.catalyst-gaming.net/index.php?topic=21540.0 (http://www.catalyst-gaming.net/index.php?topic=21540.0)
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Thanks Oz <3
I'd post a link to yours but I think the whole community knows about it already.
-EDIT-
Did it anyway :3
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Updated the OP with a new sub-heading: "General features".
These are mostly map features which I plan to implement at some stage - map limits permitting.
I also updated the MIDNIGHT section with some more structures and things.
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Now maybe not a big thing, but a small room in the nexus that doubles as their spawn with lockers, benches and toilets+showers for people to RP in there and stuff as downtime, perhaps a few tables in a corner there aswell.
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Now maybe not a big thing, but a small room in the nexus that doubles as their spawn with lockers, benches and toilets+showers for people to RP in there and stuff as downtime, perhaps a few tables in a corner there aswell.
This. A rec room would be nice, if it didn't take up too much space of course.
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A bathroom in the nexus. We don't shit in our suits nor have we had anything of the sort before.
We had this in city45_x1e and it wasn't being used nearly enough to justify keeping it, unfortunately.
If I make a barracks as the spawnpoint then I will put in a small bathroom but if I find an alternate method for spawning units, the bathroom won't be implemented.
also 2000 views woot
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I also love the idea of a clocktower... Assassination ideas mostly. Give it a great overview of the districts, maybe even some of the P1 district (can't think of the name right now).
This might seem neat at first, but unless you can come up with some great reasons for implementing it other than assassination (lol of all things), I think this is a bad idea. It sounds OP as fuck and would definitely end up either misused or unused.
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There could be a screen for broadcasts placed on the side. Or it could be used as a sociostability indicator like in City 45 with the plaza monument. There can be some control panels or a console set up for maintenance or just for cosmetics.
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If it gets implemented I could always make the big hand spin at 1 revolution per minute and have the little hand synchronized to the script time. The alternate option would be to have both of the hands stuck at the 12 o' clock position which would give some background as to why the district is named MIDNIGHT.
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Some early snapshots from the day/night cycle experimentation I'm doing for City 38:
Just need to have the skybox overlay change to a darker colour and run at a 6 hour interval between day and night. Shadows are pre-computed so it doesn't look they can change with the sun's angle unfortunately.
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I suggest a massive mural (simmilar to the "HOPE" in size) running along some building in the plaza district. It could be all soviet-esque propaganda with units instead of Russians.
(http://sovietunion-dylan.wikispaces.com/file/view/17-216.jpg/113564221/411x584/17-216.jpg)
Something like this but with some command unit there not Stalin.
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I'll whip up a pose in GMod and try to replicate the style of that poster.
Here are some Nexus pictures:
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Oh that's purty. I like how grand it looks with the high ceilings and lighting. Very nice Oz. Also you should use the space under the glass floor in the lobby for something unless you already have.
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I've started work on the main section of the Nexus now. The AI node has been connected to Sector Zero's main hall via a tram which is pictured below (the platform with the blue console and the long horizontal window).
The Nexus will be split up into four sectors with the following features:
* Nexus *
Sector 0 - Command
AI Node
Overwatch Deployment
Conference room
The Vault
Sector 1 - Personnel
Garage
Infirmary
Cafeteria
Lobby
Sector 2 - Internal/External Affairs
Interrogation
Offices
Sector 3 - Sociostability
Detainment
Armoury
Firing Range
Breaching Training
Hand To Hand Training
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Perhaps sector two of the Nexus could use some own smaller detainment / holding area too?
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Perhaps sector two of the Nexus could use some own smaller detainment / holding area too?
If there's room left over, I'll add a high security cell.
I could be misreading how you're labeling everything, but there are 5 sections of the CCA.
There isn't meant to be any correlation between Catalyst Gaming's CCA setup and the different sectors - it's designed as a public map. I might go back and fix it for CG if enough people want a custom edit.
Sector 1 could also use a classroom of sorts, since they're training the S1 recruits there.
I'll add this to the list.
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Maybe make a statue involving the UU and earth / C38 in the Plaza as a monument? I don't really know what I can picture it as but maybe you could place that inside the entrance of the embassy as either a little statue or fountain just to make it look nicer? Just a thought.
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For the nexus, perhaps you could add a kill house if there is some spare room? Or swap out the breaching training into a proper kill house, whichever.
Also for the cafeteria, perhaps a room leading off it with some lockers, benches tables and chairs and a other little things as an off duty room?
Just some little thoughts for the nexus, otherwise everything is looking absolutely fantastic.
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For the nexus, perhaps you could add a kill house if there is some spare room? Or swap out the breaching training into a proper kill house, whichever.
Also for the cafeteria, perhaps a room leading off it with some lockers, benches tables and chairs and a other little things as an off duty room?
Just some little thoughts for the nexus, otherwise everything is looking absolutely fantastic.
I have a Nexus layout that I did on my laptop which sounds sort of like this idea. It's hard to put a sustained effort into making things work and look good because my current IT course timetable changes every two weeks or so.
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When its done doesn't matter, just throwing ideas out.
The one other thing i'd love to see in the map(if your not already) its little easter egg sort of things. Such as say a hidden floorboard which has a cavity in an apartment(not all etc) and little ones like that, and obviously the odd little secret room thing but little easter eggs are always fun and a bonus.
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do i get my grave from city 45 transferred over to city 38 with the same motto above it
honestly it made me laugh when i first noticed that, i want to see it in city 38 :)
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do i get my grave from city 45 transferred over to city 38 with the same motto above it
honestly it made me laugh when i first noticed that, i want to see it in city 38 :)
Rip Abbott
He never asked for this.
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do i get my grave from city 45 transferred over to city 38 with the same motto above it
honestly it made me laugh when i first noticed that, i want to see it in city 38 :)
Too important to be left out of your new map.
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Top priority.
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I got a great idea for an Easter egg: make a secrect room somewhere in the map and make it like a shrine for Abbott. Photoshop some bitches with him and make a podium. Would deff be funny and the best eater egg a map can have.
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needs a shrine to ranger carmine
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Careful with them nodes lmfao. I tried to node Ineu whih means i need well over 1000 nodes to get them to move properly. I hit the max hammer point entity limit due to my 4800 models :3
Hold off the noding until the end and make sure you save before spawning mass entities. It causes hammer to crash. Dat crashing. So annoying.
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The AI node is a control room which features an artificial intelligence that speaks and does stuff.
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Oh lmfao... My entdata is at 99%
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I don't want to necropost here but I want to know if there has been new additions or changes Oz?
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I work on bits and pieces on my laptop when I get a free moment, no new pictures yet. UCH is currently the main focus.
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Yes, I will switch to imgur once this Imageshack account fills up to maximum capacity.
Here are some screenshots of the framework layout for the infirmary at the moment. Not sure if the sterile white look is going to be kept where the operating area is.
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Honestly the same texture that's in the first two pictures will do fine for the operating room. Just slightly better lighting for surgeries.
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dude get a load of this year old necro post mmm put that 10% warning in my mouth
So any news on the map Ozzie-Dozzie? I imagine that after a year of silence you've managed to achieve quite a bit more progress since the last update.
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I forgot about this. Oz do you map anymore?
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For real though this map was going to be so nice and operation pirate yar har too.
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I did a bit more decoration for the MIDNIGHT district but no new features yet. Getting a job killed any chance of my being able to finish this quickly unfortunately.
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When it's finished we should use it for the HL2RP server.