Made a new dock, brush-based. I think it still doesn't fit but I'll share it with you guys.
Don't mind the water, for some reason I thought fitting the water texture would look good.
Maybe I'll share a video of the map soon so you can see it in motion or whatever.
I'm just going to throw this up here before I go to bed. Yes, the sidewalk isn't aligned and all, but I wanted to post this before I went to bed as opposed to spending a long time aligning all of the sidewalk, as there's quite a lot of them.
Lighting is temporary, as is the skybox, which I am in the process of making a custom one right now. It'll be much more sunnier and brighter in the final build. What was something small turned into something I can see myself finishing and not go reach one of the billions of Hammer errors, or have to crazily optimize it, and lead to my first good release. I needed to take a break from my Mirror's Edge map anyway...
This is ZM_DesertInterstate_MCDR (Long name isn't it?)
I've been working on this map for the past week (Still a MAJOR WIP), it's for the Counter-Strike Zombie Mod gamemode.
Before saying; "Why are there so many vending machines?" "Those library shelves don't match the desert very well." If you haven't played Zombie Mod before, they're a MUST for Zombie Mod maps.
Sure being creative and making new models would be cool, but also time consuming and I don't think server operators will like the file size.
Otherwise there are a few lighting glitches with the vending machines across the map which i'm aware of. I would love some C&C about this map (Keep in-mind it's still a WIP), frankly i've only been mapping for the past year and this is the first time i've released a map; or getting opinions/criticism.
A few things i'd like to point out are:
-The empty desert behind the Utility Station. It's really barren and i'd like to add something to it but i'm not entirely sure.
-I'm clueless about making 3D skyboxes, every tutorial i've read or watched doesn't fit the description of what i'm trying to do.
-Yes, I know the vending machines are glowing even though in reality their not actually on when being loaded into a truck. (I just wanted to bring more interesting lighting into the mix.)
-Sounds from the Ring of Fire echo throughout the map. (Because When the Man Comes Around is overused.) And Got to be Real for the night version.
-Decals aren't showing up in-game for some reason? There's supposed to be a rug in that room.
-"Why is that door not on it's hinges and is laying on the wall?" Cause if I put a door there it would be spammed and people wouldn't be able to get in/out.
There is a night version of the map here. (Due to popular request from some of my friends)
It uses a custom skybox because the default one(s) are too bright, I wanted to make a night version of a map that REQUIRED you to use a flashlight.
skybox is stretched in day version
add _hdr at the end of the skybox name
-Road should be elevated, and probably made into a highway instead of an interstate type thing
-Amount of vehicles isn't even believable really
-Displacements need to be done
-There should be a parking lot of some sort
-Building itself is really bland (put in decals and overlays)
-Not enough buildings or hiding places for the mode in general. You've got three places people are going to defend, and they're all in the back of those trucks. It's going to be shit for zombies because trucks are douches.
-Map is in general too small for anything over 16 players.
Yeup. I know it's WIP, but you should still do these things.
All the vehicles are pointing dead forward, and some have damage on even though they are all a set distance apart. It's amazing how some big apocalypse event occured, and yet everyone just left their cars in an orderly manner.
Now that I'm 90% done with making the buildings, I gotta start working on flower sprites and put them where they're needed, and make a bunch of tree/bush models. There's only like 3 that would need to be made too, considering the bushes are ironically just the tops of the trees without the trunk. Good ol' recycling of sprites.
Of course. Terragen 2
Could you do a stormy night one? With the moon covered but some light coming through? Would be helpful cause this things supposed to happen at night.
Very cluttered I know, but you can climb across all the rooftops without ever reaching the ground or walking across convenient over sized boards.
Light_environment is still the temp, like I said its actually a night map.
Thats seriously massive crane...
dammit .. oskuninja
Yea spent forever trying to make that thing look normal but I decided its just gonna look like its straight out of an old CSS map.
Newest is at the bottom.
Youme- it is an idea to post in game screens, as hammer ones look ugly as hell.
Whats the best way to light a lamp prop?
also, make sure to turn the "size of glow proxy geometry" up in the env_sprite settings, so you can still see it through the prop, and also to make sure its render mode is on world space glow.
I can't make the BlockLight Texture cast shadows. What am I doing wrong?