Catalyst Gaming

General => Creations => Mapping => Topic started by: Snapster on May 21, 2011, 05:13:22 AM

Title: Rp_Carcery (W.I.P.)
Post by: Snapster on May 21, 2011, 05:13:22 AM
Background on me: Hello, I'm Snapster many of you guys may already know me. I am 18 years old and I love making maps for source, been doing it for around 4 years now. I currently have 1.5k+ hours in source sdk. I have never released a map of my own, but i did work on 'perp_sierracity' never though my maps were up-to-par with other peoples. I built buildings for PE RP, and some of these buildings in my map look exactly the same as in that map but i reconstructed all the buildings from scratch (to optimize/neater bruchwork).



Rp_Carcery

About map:
This is about my 4th time reconstructing this map, and this is the final layout its going to be. There are 4 sections; main city, industrial, suburbs, and outlands. There is a 2 lane (each way) highway that is pretty large, big enough for car chases, there are off ramps to other districts of the map. This map is good for about 30-40 players, but thats just a est.

Includes: [planned/Made]
Highway system (goes in a loop so you can have continues car chases.)
Police Station (1/1)
Firestation (1/1)
Hospital (1/1)
Bank (1/1)
Gas station (1/2)
Dealership (1/1)
Sub houses (0/4)
5star Hotel (8/8)
Shops (6/6)
mall shops (7/7)
Skyline (1/1)
Storage units (8/8)
Empty lot (2/2)
Other warehouses (3/~)
This will change, things may/will be added/removed.

Media: (newest to oldest) The dev. textures are temp
5/21/11

(http://cloud.steampowered.com/ugc/558657320166538955/88FED10E08F07066815157E43CB16261438A9549/)
(http://cloud.steampowered.com/ugc/558657320166537579/E312DEE5F67F174D0B9F14D1E2D8CD699C61CC08/)
(http://cloud.steampowered.com/ugc/558657320166539978/4486F4D6CE178F418F609A315D5DB6A66DCC6FAB/)
(http://cloud.steampowered.com/ugc/558657320166218867/B3BFB2C309AAE05CC3EAD6ED322149ED7A2C6D85/)
(http://cloud.steampowered.com/ugc/558657320166218261/A5CE9BE5AD9D6C2040BD0A7B81AFAFD87201CCC8/)
(http://cloud.steampowered.com/ugc/558657320166217246/05365A9C1E20F9FEF14BF4813C71D49E530F6C3D/)
(http://cloud.steampowered.com/ugc/558657320166026990/268BD0B3DED1D7CDEAD6992FEF1471CC55EA99D0/)
(http://cloud.steampowered.com/ugc/558657320166027912/CAAEC81797EEB58E3D5769DD617B762577B804FE/)

unknown (most of these buildings are changed/moved)
(http://i1177.photobucket.com/albums/x357/Snapxster/Carcery/new2areas0001.jpg)
(http://i1177.photobucket.com/albums/x357/Snapxster/Carcery/new2areas0002.jpg)
(http://i1177.photobucket.com/albums/x357/Snapxster/Carcery/new2areas0000.jpg)
(http://i1177.photobucket.com/albums/x357/Snapxster/Carcery/highwayEE.png)
(http://i1177.photobucket.com/albums/x357/Snapxster/Carcery/gasstation.png)
(http://i1177.photobucket.com/albums/x357/Snapxster/Carcery/dealership.png)
(http://i1177.photobucket.com/albums/x357/Snapxster/Carcery/over1.jpg)
(http://i1177.photobucket.com/albums/x357/Snapxster/Carcery/Cityover.png)

Other comments: I am always open to suggestions/criticism. All in all it helps me make a better map for people to enjoy. I still haven't decided to publicly release the map or have it private/community map (I would try, know people would take it anyways).

Credit:
Mapper/designer: Snapster
models/textures: Sgt.sgt, Valve, Whoever else made something thats in this map credit goes towards them.
Wronkles for some of his building designs ;)
Title: Re: Rp_Carcery (W.I.P.)
Post by: Crap-Head on May 21, 2011, 05:41:23 AM
This map is so perfect. Ive been following the development since you posted this back at OC.

One of the best things about this map is the highway system. I have never seen that befor in any other maps.

PLEASE continue to keep us updated with pictures.
Title: Re: Rp_Carcery (W.I.P.)
Post by: alaskan thunderfuck on May 21, 2011, 05:51:36 AM
What crap-head said. The highways you've got are pretty epic and I've never really seen that in a RP map before. Keep up the good work on this.
Title: Re: Rp_Carcery (W.I.P.)
Post by: wakeboarderCWB on May 21, 2011, 07:13:53 PM
You have a real talent, snapster. I love the textures, highway system, and everything else about the map. Please keep us updated, I can't wait to see more!
Title: Re: Rp_Carcery (W.I.P.)
Post by: Snapster on May 21, 2011, 07:43:55 PM
Thanks for the comments :D, I will try and keep you guys update as much as possible.

I will probably get some more pictures up later tonight.
Title: Re: Rp_Carcery (W.I.P.)
Post by: JF on May 21, 2011, 08:01:54 PM
Thats awsome! :D
How long has it taken you do it?
Title: Re: Rp_Carcery (W.I.P.)
Post by: The Doctor, RIP Juggernaut on May 22, 2011, 12:19:44 AM
Thats awsome! :D
How long has it taken you do it?
Hes been working on this since PE.
I to have been fallowing this closely and I love all of it snapster you like better than sgt.sickness
Title: Re: Rp_Carcery (W.I.P.)
Post by: Albert [busy] on May 22, 2011, 02:46:48 AM
We could definitely find some use in CGRP for this. Two unique maps, one unique gamemode. That's what I'm talking about!
Title: Re: Rp_Carcery (W.I.P.)
Post by: Snapster on May 23, 2011, 08:53:41 PM
5/23/11
(http://cloud.steampowered.com/ugc/558657320205866281/29A7F9021B7E0EE4A19D75C1CB51B56FA80D585A/)
industrial intersection
(http://cloud.steampowered.com/ugc/558657320205865744/B1AC8621E7158A9FEB7EEBA6905709BCF3F722EA/)
2 shops
(http://cloud.steampowered.com/ugc/558657320205864912/F711051E3337F779DE21FA4087225BB7B4FD6E39/)
Skyline
(http://cloud.steampowered.com/ugc/558657320206031082/E0D3E5FADFCAD02B16DB43A86A12D50B304F097F/)
Highway > industrial exit/entrance
(http://cloud.steampowered.com/ugc/558657320206032152/E898BA022F2733AF341E7EACD42F23F7620105FB/)
MTL/distribution center
(http://cloud.steampowered.com/ugc/558657320206033193/870A2ED03E5E29F67F603AE959C6586A1DFA50DB/)
Industrial buildings

I still need to add detail to the buildings/enviroment, and replace dev. textures. aka; still in progress.
I will be posting more throughout the day, cause i can't compile huge sections with the 'cordon' tool.
Also i did not just take the buildings from sierra city, Just so i make this clear that i built all the buildings from scratch but kept the same layout/architecture.

Forsome reason its darker online than on steam, so if you want to see them not dark head to my steam profile (on steam client) http://steamcommunity.com/id/Snap_Ster/
Title: Re: Rp_Carcery (W.I.P.)
Post by: Jeff2307 on May 24, 2011, 10:59:08 AM
Wow cool keep up the good work ( i really likre the highway system)
+support
For this in Cobalt RP/ CGRP
Title: Re: Rp_Carcery (W.I.P.)
Post by: Statua on May 24, 2011, 11:28:39 AM
Cobalt RP is using Rockford. I know I havent gotten any images yet but I'm currently optimizing the city for albert. Rockford is designed for Cobalt. I think snapster has other plans for carcery.
Title: Re: Rp_Carcery (W.I.P.)
Post by: Snapster on May 24, 2011, 05:32:13 PM
Yeah, I really don't want you guys using this for Colbalt rp :P. I don't want to have competition between the 2 maps. You guys have your own custom map for the gamemode, which would be better for you guys in the long run anyways.
Title: Re: Rp_Carcery (W.I.P.)
Post by: Albert [busy] on May 24, 2011, 07:58:52 PM
Yeah, I really don't want you guys using this for Colbalt rp :P. I don't want to have competition between the 2 maps. You guys have your own custom map for the gamemode, which would be better for you guys in the long run anyways.

HELL NO WE ARE USING BOTH (If you let us) lol. Both maps are great and both maps must be used.
Title: Re: Rp_Carcery (W.I.P.)
Post by: [ECO] ReaPeR on June 16, 2011, 05:05:44 PM
This would be a good map for OCRP,as evocity is getting boring,and this map looks 10/10.
Title: Re: Rp_Carcery (W.I.P.)
Post by: James on June 24, 2011, 01:07:07 PM
Isnt this the map that I saw on Facepunch and denounced it for copying buildings from PERP2's official map and Evocity2.
Title: Re: Rp_Carcery (W.I.P.)
Post by: Snapster on June 24, 2011, 04:00:48 PM
Isnt this the map that I saw on Facepunch and denounced it for copying buildings from PERP2's official map and Evocity2.

No I have rarely posted pictures of this map on facepunch, bad place to announce a map, unless people like you. I built everything from scratch, even the ones that look EXACTLY like the ones in perp2's official map. I never stole any buildings from evocity2.

Also, this is on temp hold, got bored of mapping and will continue sometime this summer.
Title: Re: Rp_Carcery (W.I.P.)
Post by: JF on June 24, 2011, 06:54:19 PM
Also, this is on temp hold, got bored of mapping and will continue sometime this summer.
It happens to all the good mappers. Take as much time as you need.
No point in rushing something and then it turns out to be shit.
Title: Re: Rp_Carcery (W.I.P.)
Post by: James on June 27, 2011, 09:19:06 PM
WAIT, no I was attacking synced gaming & awakened for being totally retards, I forgot you made perp_sierracity, I was defending you :p.
But yes, you posted screenies on FP
http://www.facepunch.com/threads/1002797-Synced-Gaming-PERP-2-RP_EvoCity_Sy-Serious-New-features-More-to-come
Title: Re: Rp_Carcery (W.I.P.)
Post by: Highdef on July 03, 2011, 07:43:55 PM
Looks okay in some way, but you've got a lot of.. blocky-ness, essentially. Most of the buildings you made are practically rectangles with building textures applied to it. Then you have a lack of details set in most areas in your map. And in many other areas, where the buildings are fairly okay, the lighting is a killer. This one (http://cloud.steampowered.com/ugc/558657320166217246/05365A9C1E20F9FEF14BF4813C71D49E530F6C3D/) for example. You basically have a sky where it's all lit in every other screen shot, but on the other half, the whole ground and the outside brushes are just flat out dark.

It's okayish, though, but I'd work on it a lot more if I were you.
Title: Re: Rp_Carcery (W.I.P.)
Post by: Geno on July 03, 2011, 07:46:27 PM
Map looks great, hope you finish soon. I especially love the highway looks really cool.
Title: Re: Rp_Carcery (W.I.P.)
Post by: Snapster on July 05, 2011, 09:57:18 PM
Looks okay in some way, but you've got a lot of.. blocky-ness, essentially. Most of the buildings you made are practically rectangles with building textures applied to it. Then you have a lack of details set in most areas in your map. And in many other areas, where the buildings are fairly okay, the lighting is a killer. This one (http://cloud.steampowered.com/ugc/558657320166217246/05365A9C1E20F9FEF14BF4813C71D49E530F6C3D/) for example. You basically have a sky where it's all lit in every other screen shot, but on the other half, the whole ground and the outside brushes are just flat out dark.

It's okayish, though, but I'd work on it a lot more if I were you.

lol this made me laugh, thanks for the criticism though.
ALL to most the buildings have detail to them. You also have to look at it on how there is a limit of brushes i have to work with, I'm going to use the texture details to do some of the work for me to save me resources.
Compared to a lot and i say a lot of other maps, my map is NO where in being blocky. lol
For the picture you showed as a example i was just testing how my brush work flowed and the entities in it worked, aka a test run of the those two building working together. (I didn't use a env_enviroment + fast compile).
This picture is how the lighting is; here (http://cloud.steampowered.com/ugc/558657320166539978/4486F4D6CE178F418F609A315D5DB6A66DCC6FAB/) also my map was originally/still made for day/night system.

Also i work on this map for fun/hobby I work on it when i feel like it and this is still W.I.P., most to all buildings will have something else added to them by final release.
Also brovo your the first one to say something negative about my map.
Title: Re: Rp_Carcery (W.I.P.)
Post by: Crap-Head on July 06, 2011, 06:48:08 AM
Snapster dont mind him, your map is amazing and the highway part is good and is not anything ive seen anywhere else.

Hopefully you will bring this project up again sometime.
Title: Re: Rp_Carcery (W.I.P.)
Post by: Highdef on July 06, 2011, 08:28:41 PM
Looks okay in some way, but you've got a lot of.. blocky-ness, essentially. Most of the buildings you made are practically rectangles with building textures applied to it. Then you have a lack of details set in most areas in your map. And in many other areas, where the buildings are fairly okay, the lighting is a killer. This one (http://cloud.steampowered.com/ugc/558657320166217246/05365A9C1E20F9FEF14BF4813C71D49E530F6C3D/) for example. You basically have a sky where it's all lit in every other screen shot, but on the other half, the whole ground and the outside brushes are just flat out dark.

It's okayish, though, but I'd work on it a lot more if I were you.

lol this made me laugh, thanks for the criticism though.
ALL to most the buildings have detail to them. You also have to look at it on how there is a limit of brushes i have to work with, I'm going to use the texture details to do some of the work for me to save me resources.
Compared to a lot and i say a lot of other maps, my map is NO where in being blocky. lol
For the picture you showed as a example i was just testing how my brush work flowed and the entities in it worked, aka a test run of the those two building working together. (I didn't use a env_enviroment + fast compile).
This picture is how the lighting is; here (http://cloud.steampowered.com/ugc/558657320166539978/4486F4D6CE178F418F609A315D5DB6A66DCC6FAB/) also my map was originally/still made for day/night system.

Also i work on this map for fun/hobby I work on it when i feel like it and this is still W.I.P., most to all buildings will have something else added to them by final release.
Also brovo your the first one to say something negative about my map.

As far as I'm seeing, you're no where near the brush limit. I'm also not comparing your map to any other map, that's not how I criticize. When I mean to say most of your map is indeed blocky, I mean it's actually blocky, not less blocky than other maps, or there's hundreds of other maps that are less blocky than yours.

The picture you provided has decent lighting, but I'm still seeing flat buildings with maybe a few beams slapped on them. And that grass in the middle of the road looks somewhat ugly. Change that to a displacement and make it just a bit less... flat-like, and apply a texture that emits detail sprites. But please, do something about the buildings. How they're designed are an atrocity in my opinion.

I'm just gonna end this by saying just because your map is a WIP, it doesn't give you any excuse to be completely blocked off from criticism. In fact, it's even better if your map is being criticized along the way, so you don't have to change everything at the last minute when you're completely done with it. No offense, not saying your work is bad or anything, but if this is literally what you've been doing for more than a month, then you need to like, practice more, because any average mapper can make that street under 30 minutes.
Title: Re: Rp_Carcery (W.I.P.)
Post by: Snapster on July 07, 2011, 03:14:07 PM
Looks okay in some way, but you've got a lot of.. blocky-ness, essentially. Most of the buildings you made are practically rectangles with building textures applied to it. Then you have a lack of details set in most areas in your map. And in many other areas, where the buildings are fairly okay, the lighting is a killer. This one (http://cloud.steampowered.com/ugc/558657320166217246/05365A9C1E20F9FEF14BF4813C71D49E530F6C3D/) for example. You basically have a sky where it's all lit in every other screen shot, but on the other half, the whole ground and the outside brushes are just flat out dark.

It's okayish, though, but I'd work on it a lot more if I were you.

lol this made me laugh, thanks for the criticism though.
ALL to most the buildings have detail to them. You also have to look at it on how there is a limit of brushes i have to work with, I'm going to use the texture details to do some of the work for me to save me resources.
Compared to a lot and i say a lot of other maps, my map is NO where in being blocky. lol
For the picture you showed as a example i was just testing how my brush work flowed and the entities in it worked, aka a test run of the those two building working together. (I didn't use a env_enviroment + fast compile).
This picture is how the lighting is; here (http://cloud.steampowered.com/ugc/558657320166539978/4486F4D6CE178F418F609A315D5DB6A66DCC6FAB/) also my map was originally/still made for day/night system.

Also i work on this map for fun/hobby I work on it when i feel like it and this is still W.I.P., most to all buildings will have something else added to them by final release.
Also brovo your the first one to say something negative about my map.

As far as I'm seeing, you're no where near the brush limit. I'm also not comparing your map to any other map, that's not how I criticize. When I mean to say most of your map is indeed blocky, I mean it's actually blocky, not less blocky than other maps, or there's hundreds of other maps that are less blocky than yours.

The picture you provided has decent lighting, but I'm still seeing flat buildings with maybe a few beams slapped on them. And that grass in the middle of the road looks somewhat ugly. Change that to a displacement and make it just a bit less... flat-like, and apply a texture that emits detail sprites. But please, do something about the buildings. How they're designed are an atrocity in my opinion.

I'm just gonna end this by saying just because your map is a WIP, it doesn't give you any excuse to be completely blocked off from criticism. In fact, it's even better if your map is being criticized along the way, so you don't have to change everything at the last minute when you're completely done with it. No offense, not saying your work is bad or anything, but if this is literally what you've been doing for more than a month, then you need to like, practice more, because any average mapper can make that street under 30 minutes.

I am close to brush limit about 2k brushes left, my map fills MOST of the grid, not counting 2048 from the direct edge cause sometimes it doesn't compile with it like that. Every building doesn't have to have curves or slants to it, do you know how many buildings don't? a lot.

Like i said, the environmental lighting i can give one shit about cause its made for day/night script. I knew you were going to comment on those buildings; Those buildings don't look like how they look in the picture, changed textures and shit. I haven't got around to in finishing the median, and detail sprites look like shit.

I said thanks for your criticism herp derp. I map for fun, I've been on/off this project for quite awhile, fyi I did make that street under 30 mins. And I don't block all criticism, I have took a lot of idea from other communities i should this too and they helped me.

Also if your a mapper with the screenshots in your profile, you should relook at your HL2 city, You map is also blocky, lighting is mediocre, and streets look meh.
Title: Re: Rp_Carcery (W.I.P.)
Post by: Highdef on July 07, 2011, 05:50:51 PM
Looks okay in some way, but you've got a lot of.. blocky-ness, essentially. Most of the buildings you made are practically rectangles with building textures applied to it. Then you have a lack of details set in most areas in your map. And in many other areas, where the buildings are fairly okay, the lighting is a killer. This one (http://cloud.steampowered.com/ugc/558657320166217246/05365A9C1E20F9FEF14BF4813C71D49E530F6C3D/) for example. You basically have a sky where it's all lit in every other screen shot, but on the other half, the whole ground and the outside brushes are just flat out dark.

It's okayish, though, but I'd work on it a lot more if I were you.

lol this made me laugh, thanks for the criticism though.
ALL to most the buildings have detail to them. You also have to look at it on how there is a limit of brushes i have to work with, I'm going to use the texture details to do some of the work for me to save me resources.
Compared to a lot and i say a lot of other maps, my map is NO where in being blocky. lol
For the picture you showed as a example i was just testing how my brush work flowed and the entities in it worked, aka a test run of the those two building working together. (I didn't use a env_enviroment + fast compile).
This picture is how the lighting is; here (http://cloud.steampowered.com/ugc/558657320166539978/4486F4D6CE178F418F609A315D5DB6A66DCC6FAB/) also my map was originally/still made for day/night system.

Also i work on this map for fun/hobby I work on it when i feel like it and this is still W.I.P., most to all buildings will have something else added to them by final release.
Also brovo your the first one to say something negative about my map.

As far as I'm seeing, you're no where near the brush limit. I'm also not comparing your map to any other map, that's not how I criticize. When I mean to say most of your map is indeed blocky, I mean it's actually blocky, not less blocky than other maps, or there's hundreds of other maps that are less blocky than yours.

The picture you provided has decent lighting, but I'm still seeing flat buildings with maybe a few beams slapped on them. And that grass in the middle of the road looks somewhat ugly. Change that to a displacement and make it just a bit less... flat-like, and apply a texture that emits detail sprites. But please, do something about the buildings. How they're designed are an atrocity in my opinion.

I'm just gonna end this by saying just because your map is a WIP, it doesn't give you any excuse to be completely blocked off from criticism. In fact, it's even better if your map is being criticized along the way, so you don't have to change everything at the last minute when you're completely done with it. No offense, not saying your work is bad or anything, but if this is literally what you've been doing for more than a month, then you need to like, practice more, because any average mapper can make that street under 30 minutes.

I am close to brush limit about 2k brushes left, my map fills MOST of the grid, not counting 2048 from the direct edge cause sometimes it doesn't compile with it like that. Every building doesn't have to have curves or slants to it, do you know how many buildings don't? a lot.

Like i said, the environmental lighting i can give one shit about cause its made for day/night script. I knew you were going to comment on those buildings; Those buildings don't look like how they look in the picture, changed textures and shit. I haven't got around to in finishing the median, and detail sprites look like shit.

I said thanks for your criticism herp derp. I map for fun, I've been on/off this project for quite awhile, fyi I did make that street under 30 mins. And I don't block all criticism, I have took a lot of idea from other communities i should this too and they helped me.

Also if your a mapper with the screenshots in your profile, you should relook at your HL2 city, You map is also blocky, lighting is mediocre, and streets look meh.

Thanks, but this thread isn't about my map, it's about yours. There's no reason to try and derail the topic just to give your self some "criticism retaliation" and etc.

So if those buildings don't look like how they look in the picture, then show how they look. And changing "textures and shit" is barely what I call improvement. And you seem to have a lack of understanding of the meaning of "blocky". When mappers say blocky, they mean it's literally just rectangles with no detail what so ever, besides a few brushes snapped onto that; not as in literal shape-wise. And that's exactly what your map is, rectangles with no effort. And the reason why your detail sprites "look like shit" is because you probably made it wrong.

I honestly don't see why you're writing an essay of denial like the two posts above. It's just simple criticism, and you should be glad you're actually getting some along the way, instead of working a tremendous amount of time on your map, releasing it, then everyone saying it's shit.
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