Catalyst Gaming

General => Creations => Mapping => Topic started by: voidicus on April 01, 2012, 10:06:17 PM

Title: City Twenty Four
Post by: voidicus on April 01, 2012, 10:06:17 PM
(http://dl.dropbox.com/u/7814410/c24/c24logowip2.png)
"In the game of chess, you can never let your opponent see your pieces!"

So, Catalyst:

What would you want to see in a Half-Life 2 Roleplay map? I won't spoil the map design thus far, as I've been playing around with it for quite a while now, with some more private input by Alex and others, but I may as well get the general consensus on what people would want to see from it.

Alongside the map, I'm working on quite a long back-story for the city, which I'll likely end up posting alongside this OP at a later date. For now, though, notes will suffice.

Some things to note as of now (undoubtedly more will be added):

When I think I have a decent amount of work done on any particular element, and when things look like they won't be changed around too majorly, I'll chug out some screenshots for your viewing pleasure. Otherwise, right now I need suggestions, comments, complaints, words of encouragement, something cheesy along those lines.

Just be constructive, if you can.
Title: Re: City Twenty Four
Post by: aeiou on April 01, 2012, 10:08:35 PM
constructive comment

c24 best city 2k12

anyway, if you have suggestions either post them here or contact me or void directly
Title: Re: City Twenty Four
Post by: Statua on April 01, 2012, 11:37:38 PM
Open maps are hard to optimize. Open city maps are even harder. How do you plan to keep it optimized without breaking the visual component?
Title: Re: City Twenty Four
Post by: voidicus on April 01, 2012, 11:44:32 PM
The cliff itself will serve fairly well to keep everything from rendering at once - it's not a straight drop, but is moreso angled.

Fog and renderdistances were considerations, too, if things got too wildly out of hand.

There would be a few peak areas performance wise, of course, but in all only a few particular spots would be subject to rendering the entirety of the map.
Title: Re: City Twenty Four
Post by: raged on April 02, 2012, 01:05:02 AM
CCA outposts/checkpoints in each level would be nice, as well with some sort of system for quick access to each of them. Maybe some sort of CCA outpost on each level with an elevator that drops to the level below/above.
Title: Re: City Twenty Four
Post by: Statua on April 02, 2012, 09:45:03 AM
I think the best thing you could do is for the fact your map uses blocks rather then displacements, use areaportals to seal the inside of buildings and any part thats dark you dont need to see inside at a distance (like a tunnel)

For detail blocks such as pillars or stairs, use func_lod to make them fade. Also a model renderdistance would be a grand idea. Just some tips for you.
Title: Re: City Twenty Four
Post by: FPSRussia on April 03, 2012, 11:32:51 AM
Possible things to add:

I would really like it if you made a Combine Garage to store vehicles that also right next door is the GRID mech room. I think if GRID had a garage that opened up to a compound, then we would be set.

Something like this.
(http://img190.imageshack.us/img190/5674/gride.png)
Title: Re: City Twenty Four
Post by: |T??G| Saimon-avatar on April 04, 2012, 02:18:04 PM
Hello void, you were asking for suggestion and ideas, I've been working on a roleplay map that I might never finish, so I wanted to give you some ideas I drew about some buildings. (I also draw a nexus, if you want to see it reply to this or send me a Pm)

http://imageshack.us/photo/my-images/827/foto0206l.jpg/

http://imageshack.us/photo/my-images/708/foto0207h.jpg/

http://imageshack.us/photo/my-images/694/foto0208h.jpg/

http://imageshack.us/photo/my-images/14/foto0209d.jpg/

http://imageshack.us/photo/my-images/337/foto0210c.jpg/

http://imageshack.us/photo/my-images/823/foto0211z.jpg/

http://imageshack.us/photo/my-images/10/foto0221oa.jpg/

http://imageshack.us/photo/my-images/191/foto0222pw.jpg/

http://imageshack.us/photo/my-images/37/foto0223o.jpg/

Hope you can do something with this.
(For some reason the pictures do not load, so I will just leave the links.)
Title: Re: City Twenty Four
Post by: psycho on April 04, 2012, 10:48:11 PM

"In the game of chess, you can never let your opponent see your pieces!"[/center]



have u even played chess??? lol.
Title: Re: City Twenty Four
Post by: voidicus on April 04, 2012, 11:03:34 PM
you've clearly never watched futurama

Working on the 'Nexus' at the moment, if anyone has anything dire pertaining to that, speak now or forever hold your peats.
Title: Re: City Twenty Four
Post by: shrimp on April 04, 2012, 11:23:50 PM
you've clearly never watched futurama

Working on the 'Nexus' at the moment, if anyone has anything dire pertaining to that, speak now or forever hold your peats.
Try to keep rooms separate, IE the shooting range combined with the armory in C45. And balconies are always nice :)
Title: Re: City Twenty Four
Post by: Statua on April 05, 2012, 08:54:54 AM
Dont forget the key nexus parts:
-med bay
-mech bay
-training center
-meeting room
-high command area
-nexus control room
-armoury
-CA office
-detainment
-lobby
Title: Re: City Twenty Four
Post by: Khub on April 05, 2012, 11:43:26 AM
- GRID
== Development room aka MoC
== Testing room
== Storage room
== Power generator room? Maybe these seen in HL2, these columns with energy balls floating up and down. Maybe with keypad-protected door..

- Working incinerator and or furnace
- Heliport for roflcopters
- Gas chambers / some other kind of amputation things. With containment fields.

- Evil button that turns Nexus / city lights off.
Actually this may sound like stupid kid idea. However, I remember an exogen breach in C45 with power blackout. If the lights went really off, it would greatly support immersion and would totally change the overall feel of the game.
Title: Re: City Twenty Four
Post by: kmp on April 05, 2012, 12:28:46 PM
You want special stuff for GRID only? I will only be pleased if the rest of the divisions get special "only for them" stuff as well.
Title: Re: City Twenty Four
Post by: aeiou on April 05, 2012, 01:01:20 PM
- Evil button that turns Nexus / city lights off.
Actually this may sound like stupid kid idea. However, I remember an exogen breach in C45 with power blackout. If the lights went really off, it would greatly support immersion and would totally change the overall feel of the game.

Would not give that to GRID. Even though that seems logical, I don't even want GRID anywhere near that button.
Title: Re: City Twenty Four
Post by: voidicus on April 05, 2012, 01:37:21 PM
You want special stuff for GRID only? I will only be pleased if the rest of the divisions get special "only for them" stuff as well.

Mind you, this project isn't 100% geared toward use on CG; though I find the input valuable nevertheless. But as such, I'm trying to shy away from things totally geared towards specific divisions, aside from the bare essentials (Medical bay, APC bay [because that's kind of one of my selling points :~)] ).

Still, though, I'm well aware of how divisions love to separate from one another, so there's a sort of 'official' building for each of the various groups.

Maybe I'll upload a screenshot soon.

- Evil button that turns Nexus / city lights off.

There's a sort of district command room in the works that will have a wide variety of shiny buttons to be pressed, pertaining to various aspects across the city (Shields, lights, etc).
Title: Re: City Twenty Four
Post by: Khub on April 05, 2012, 02:28:27 PM
You want special stuff for GRID only? I will only be pleased if the rest of the divisions get special "only for them" stuff as well.

I know only what GRID may want. As I wasn't in other divisions, I don't know what do they want. These I posted are these what I find good / I would like. They have to post here themselves. I cannot read minds.

- Evil button that turns Nexus / city lights off.
Actually this may sound like stupid kid idea. However, I remember an exogen breach in C45 with power blackout. If the lights went really off, it would greatly support immersion and would totally change the overall feel of the game.

Would not give that to GRID. Even though that seems logical, I don't even want GRID anywhere near that button.

I didn't mean to give the button to GRID :) I fully understand your reasons D:

Maybe I'll upload a screenshot soon.

Please.. please..! :P
Title: Re: City Twenty Four
Post by: 429ghost on April 05, 2012, 03:03:36 PM
Please tell me your still working on the nexus.

If so:

Please put a sort of barracks where off-duty units 02- may ICly go to sleep, perhaps having bunk beds and lockers. And alongside this barracks, a stasis room for 01+ and COTA. Please connect these to the mess hall/break room.

Also, for City Administration, perhaps a type of Office level for them, with a broadcasting room and atleast three desks. Above City Administration, a seperate office for Sectorial Command/High Command, as it wouldn't make sense that Sectorial Command shares an Office with City Administration like they do now, I can remember one time the SeC kicked my CA out of the office to have a meeting about something.

One more thing, perhaps a forensics lab, used by NOVA for investigations involving biological evidence such as blood samples or DNA samples?

In the front of the nexus, perhaps setting up a gate? So that way a level three tresspassing charge won't have to be imposed on anyone who passes the barriers(such as minges being trolls because they can see that it says very clearly "Going past the barriers is level three tresspassing"), just a level one for anyone who manages to infiltrate the gate?
Title: Re: City Twenty Four
Post by: aeiou on April 05, 2012, 03:07:01 PM
In the front of the nexus, perhaps setting up a gate? So that way a level three tresspassing charge won't have to be imposed on anyone who passes the barriers(such as minges being trolls because they can see that it says very clearly "Going past the barriers is level three tresspassing"), just a level one for anyone who manages to infiltrate the gate?

implying they'll get that far, you'll see what i mean soon
Title: Re: City Twenty Four
Post by: Mr. Pettit on April 05, 2012, 03:23:03 PM
Alright, I don't exactly know how to explain this. I'm suggesting perhaps to expand the City a little further and adding some forest area sanctioned of by Combine Walls instead of a designated D6 that rebels would go. So it would give a bit more of an open feel to the city, but give another environment aspect to it. It would make patrols sick to walk though forest.
Title: Re: City Twenty Four
Post by: FPSRussia on April 05, 2012, 03:27:04 PM
It really displeases me how I have people making nasty comments towards what GRID wants.. It is our opinions. Sure as hell would love to have a Garage so I don't have to build the shit in the street anymore. Sure, I really don't care what you place in for APEX, NOVA or UNIFORM.
I am just securing my needs at this point and you can secure your needs after. No need to get all nasty in this thread.
Title: Re: City Twenty Four
Post by: voidicus on April 05, 2012, 03:30:38 PM
(http://dl.dropbox.com/u/7814410/c24/ohgod.png)

tease tease tease
Title: Re: City Twenty Four
Post by: ?????¬?? on April 05, 2012, 03:34:11 PM
I love how just the street is looking already. I can't imagine how awesome this map is going to be, so keep up the good work!
Title: Re: City Twenty Four
Post by: FPSRussia on April 05, 2012, 04:30:28 PM
I love it so far Void, it is great looking.
Title: Re: City Twenty Four
Post by: Semiorph on April 05, 2012, 06:03:44 PM
Wow, looking great so far. Now I'm all excited. Good job, Void!
Title: Re: City Twenty Four
Post by: voidicus on April 05, 2012, 06:46:08 PM
implying they'll get that far, you'll see what i mean soon


(http://dl.dropbox.com/u/7814410/c24/thewall.jpg)


for size comparison, myself standing next to one of the supports:
(http://cloud.steampowered.com/ugc/560938002205444257/96717B731DB2E57B5EF6664877193EA2120A9062/)
Title: Re: City Twenty Four
Post by: shrimp on April 05, 2012, 08:10:48 PM
*NinjaShrimp takes his sunglasses off
"Mother of god....."
No but seriously, this is how HL2RP is suppose to be done in my opinion, Dark, edgy, Something to actually give use to the flashlights.
Title: Re: City Twenty Four
Post by: 429ghost on April 06, 2012, 11:15:26 AM
implying they'll get that far, you'll see what i mean soon


(http://dl.dropbox.com/u/7814410/c24/thewall.jpg)


for size comparison, myself standing next to one of the supports:
(http://cloud.steampowered.com/ugc/560938002205444257/96717B731DB2E57B5EF6664877193EA2120A9062/)

Jesus H Christ :O

Shit's about to get real now, mingerunners XD
Title: Re: City Twenty Four
Post by: wag1 on April 06, 2012, 03:20:34 PM
So ehm, when will this be done?

Anyways, looks amazing Void. Reminds me of Tron...
Title: Re: City Twenty Four
Post by: voidicus on April 06, 2012, 03:37:53 PM
So ehm, when will this be done?

i hate to give this reponse i really do

but

"when it's done"

(http://dl.dropbox.com/u/7814410/shepdance.gif)

Nonetheless, still working on the Union tiers of the city. I accidentally a lot of my progress earlier. Got fed up, took a break. I'll likely be working on and off on this map for a while; especially considering that the project itself doesn't have a particular motivation, other than to look nice and play well.

The wonders of not having a deadline.
Title: Re: City Twenty Four
Post by: Martinerrr on April 06, 2012, 05:36:52 PM
Nonetheless, still working on the Union tiers of the city. I accidentally a lot of my progress earlier. Got fed up, took a break. I'll likely be working on and off on this map for a while; especially considering that the project itself doesn't have a particular motivation, other than to look nice and play well.

The wonders of not having a deadline.
You accidentally what? Deadline tomorrow, work, work goddamnit.
Title: Re: City Twenty Four
Post by: voidicus on April 06, 2012, 07:10:25 PM
As for what I accidentally, I REALLY had some bad brushwork forming, and I didn't catch it until just recently. It's all rectified, now. Back on the terms of progress:

Working on a sort of courtyard and barracks for units.

(http://dl.dropbox.com/u/7814410/c24/monumental.jpg)
tease oh tease swoon~~~
Title: Re: City Twenty Four
Post by: Martinerrr on April 06, 2012, 07:15:42 PM
As for what I accidentally, I REALLY had some bad brushwork forming, and I didn't catch it until just recently. It's all rectified, now. Back on the terms of progress:

Working on a sort of courtyard and barracks for units.

(http://dl.dropbox.com/u/7814410/c24/monumental.jpg)
tease oh tease swoon~~~
That monument makes think of the C45 monument, it gives me FPS drops. Are you certain this monument won't give us that effect?
And Voidicus, I love what you're doing with 24. It's very dark, and I think the not having a sky and lightning is because of quicker compiling?

(I clicked Notify, that's like, the first time I ever did <3)
Title: Re: City Twenty Four
Post by: voidicus on April 06, 2012, 07:39:02 PM
That monument makes think of the C45 monument, it gives me FPS drops. Are you certain this monument won't give us that effect?
And Voidicus, I love what you're doing with 24. It's very dark, and I think the not having a sky and lightning is because of quicker compiling?

(I clicked Notify, that's like, the first time I ever did <3)

The monument alone on C45 isn't what gives you FPS drops, I'm fairly certain. That just so happens to be an area where a metric shitton of the map is rendering (or tyring to render) at once. The shiny light on the top may not help, either. Maybe.

The black sky is actually entirely intentional, at least for the time being. If I come to terms over it, I might whip up a custom skybox; otherwise it gives a nice, dark, cold atmosphere.
Title: Re: City Twenty Four
Post by: Martinerrr on April 06, 2012, 07:55:26 PM
The black sky is actually entirely intentional, at least for the time being. If I come to terms over it, I might whip up a custom skybox; otherwise it gives a nice, dark, cold atmosphere.
A sky itself is never completely dark and black, it's always grayish (at least in cities).

And you should light up some stuff more, example 'the wall'
Click to see the original size.
To show off it's structure you should light it up a bit, if you're not going to, hell it's maybe even better to consider not texturing them.

Click to see the original size.
Is above picture on top of 'the wall' and what is it's function?

Do you have an idea of how you want it to look and where you want buildings to be, or is this going to spoil the teasers?
Title: Re: City Twenty Four
Post by: voidicus on April 06, 2012, 08:05:04 PM
A sky itself is never completely dark and black, it's always grayish (at least in cities).

And you should light up some stuff more, example 'the wall'
Click to see the original size.
To show off it's structure you should light it up a bit, if you're not going to, hell it's maybe even better to consider not texturing them.

Click to see the original size.
Is above picture on top of 'the wall' and what is it's function?

Do you have an idea of how you want it to look and where you want buildings to be, or is this going to spoil the teasers?

Top image is a sweeping view of the entirety of the wall; it's not the main attraction of the map (though it's admittedly there for a reason). I didn't want to detract from the rest of the map for just this one wall, so only the base is visible. Leaving it untextured would be dumb, and leave a lot of context out.

The lower image is from the bottom of the wall looking up, as an example of how large it is. It's one of the supports.

I have a lot of building design concepts already, I just haven't shown any of them.

:~)


no double posting allowed!!!!

WIP of barracks:

(http://dl.dropbox.com/u/7814410/c24/barracks1wip.jpg)
Title: Re: City Twenty Four
Post by: Khub on April 08, 2012, 06:06:15 AM
Do not forget to add restrooms in these barracks :) They look good as well.
/me requests another teasing screenshot - or even a video of voidicus walking around some of finished parts?

My 123rd post :D
Title: Re: City Twenty Four
Post by: EmperorDisasster on April 09, 2012, 08:44:12 AM
How about for the Nexus elevator, some or all of it could have an open view of the city so units are able to look out onto the city as they travel through different floors of the Nexus.

E.G: (http://www.traveljournals.net/pictures/l/15/154592-pan-pacific-swimming-pool-viewed-from-glass-elevator-singapore-singapore.jpg)
Title: Re: City Twenty Four
Post by: Martinerrr on April 09, 2012, 09:40:21 AM
As stated that would cause a lot of rendering and lag.

The cliff itself will serve fairly well to keep everything from rendering at once - it's not a straight drop, but is moreso angled.

Fog and renderdistances were considerations, too, if things got too wildly out of hand.

There would be a few peak areas performance wise, of course, but in all only a few particular spots would be subject to rendering the entirety of the map.
Title: Re: City Twenty Four
Post by: voidicus on April 09, 2012, 04:13:55 PM
The rendering plays a part in this, of course. Additionally, though, I'd really like to keep things from going straight off the deep end while I'm still very much so capable of making things as simple as they can be. At the least, slightly less frustrating than what Hammer often gives me.

Mechanically, I couldn't see why the Union would do it; it would be a structural flaw in the wall, all things considered. The various Combine structures I've seen have stressed functionality over visuality; save the Citadel, of course, but that is an intentional callback to their control over the planet.

Sorry for the lack of updates as of recently, enjoying the last few days of my Easter break. Expect things to pick up again as the week progresses. Hopefully. Maybe. Who knows???????


N1NJ4 3D1T H3H3H3H3H3:
(http://dl.dropbox.com/u/7814410/c24/barracks2.jpg)


3VOLUT1ON 1N PROGR3SS:

(http://dl.dropbox.com/u/7814410/c24/barracks3.jpg)


N1NJ4 3D1T 2.0 H3H3H3H3:

(http://dl.dropbox.com/u/7814410/c24/barrackscourtyardwip1.jpg)

(http://dl.dropbox.com/u/7814410/seb/shooball.gif)
Shoo.
Title: Re: City Twenty Four
Post by: ?????¬?? on April 14, 2012, 09:30:40 AM
You, sir, redefine sexy.
Title: Re: City Twenty Four
Post by: Monkey with a gun on April 14, 2012, 11:15:51 AM
Looking amazing so far. I know you're generally busy with all the CCA requests, but any idea on what the CWU building is going to look like?
Title: Re: City Twenty Four
Post by: voidicus on April 14, 2012, 11:55:15 AM
Looking amazing so far. I know you're generally busy with all the CCA requests, but any idea on what the CWU building is going to look like?

CWU is going to have a building either directly across from, or right next to where I intend to put 'loyalist' housing. I've been looking at some architecture for the different tiers, and I think that postmodernism will be a larger influence of the loyalist tier. (If you don't know exactly what it is, look it up, there are plenty of examples). I was thinking of shoving the City Administrators in with this lot, and expanding the building; politics don't quite have a place in the upper tier.

The Union/'Nexus' tier is taking on a more minimalist style thus far, as it's been made to specifically stress functionality. While the surface of the upper tier is fairly minimalist and styled in the sense of a foreign military base, the underground aspect has evolved... Well, dramatically.

I won't even tease. :~)

I haven't done much in terms of mapping this week because of a couple of reports being due, so really heavy progress likely won't pick up for another week or two. I'll still poke in here and there with brushwork updates and the like.
Title: Re: City Twenty Four
Post by: Globey on April 18, 2012, 01:18:20 PM
Looks good! :D

Please add parade square for the CCA, as well as some sort of train system. If you do add the train system, it would be pretty cool if the CCA were able to control it, perhaps charging a fare for a ride on it.
Title: Re: City Twenty Four
Post by: voidicus on April 18, 2012, 06:44:26 PM
(http://dl.dropbox.com/u/7814410/cg/hmm.jpg)

Title: Re: City Twenty Four
Post by: ?????¬?? on April 18, 2012, 08:19:02 PM
Wait, what?
Title: Re: City Twenty Four
Post by: aeiou on April 20, 2012, 04:33:38 PM
teaser
Title: Re: City Twenty Four
Post by: Khub on April 21, 2012, 10:11:40 AM
teaser
What is that thing actually? Is it something related to the power generator?  ::)
Title: Re: City Twenty Four
Post by: SoapANator on April 21, 2012, 10:24:22 AM
Make it feel  that Hl2 C-17 atmosphere if that's possible
Title: Re: City Twenty Four
Post by: Zionist Lovers.exe on April 23, 2012, 06:45:11 PM
(http://dl.dropbox.com/u/7814410/cg/hmm.jpg)

SBAHJ Skybox.
Title: Re: City Twenty Four
Post by: FPSRussia on April 23, 2012, 07:13:58 PM
How is this going? No updates lately.
Title: Re: City Twenty Four
Post by: wag1 on April 30, 2012, 02:10:52 PM
I'd also like to bump this, Void, any new updates? I really hope this gets done, and doesn't end up like the awaited maps that never get done and the mapper leaves the community :/
Title: Re: City Twenty Four
Post by: voidicus on April 30, 2012, 06:46:46 PM
(http://dl.dropbox.com/u/7814410/limbostuck/scratchdave2.gif)

relax

i got this
Title: Re: City Twenty Four
Post by: FPSRussia on May 01, 2012, 10:51:41 PM
Void we love you an we want to play your awesome map.
Title: Re: City Twenty Four
Post by: Slade?´´?´° on May 06, 2012, 02:18:15 PM
I would love to have some more secret places, and more passage ways.
Title: Re: City Twenty Four
Post by: Khub on May 11, 2012, 03:45:40 PM
Voidicus, we are waiting so long time. Tease us, please :C Another screen! Plox!
Title: Re: City Twenty Four
Post by: FPSRussia on May 11, 2012, 04:40:22 PM
We want some images sir
Title: Re: City Twenty Four
Post by: voidicus on May 11, 2012, 05:37:19 PM
(http://dl.dropbox.com/u/7814410/cg/teaseswoon.jpg)

Title: Re: City Twenty Four
Post by: Khub on May 12, 2012, 03:23:21 AM
You have already posted this image haven't you D:
Title: Re: City Twenty Four
Post by: looop0100 on May 19, 2012, 05:25:12 PM
Well it seems like a lot of work. but look really good.
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