1. Post #1
    zck2020's Avatar
    November 2008
    49 Posts
    :siren:IMPORTANT: You need Episode 2 to play this!!!:siren:

    [release]Notes
    Ok, so I've gotten some feedback on what good and what's bad about this map. I'm sorry I haven't posted an update in a while, my source SDK wasn't working properly for a while. But now that I have fixed it I plan to get to ork again on this project.
    Now a lot of people have complained about the repetative textures and blocky rooms. So I have decided that the next update will be completely on making the rooms more detailed and fixing all the repetative textures.
    [/release]
    [release]Media
    Screenshots:
    http://img819.imageshack.us/slidesho...struct0005.jpg
    [/release]
    [release]Downloads
    [list][*]Beta 1
    [/list][/release]
    IMPORTANT: Make a folder named gm_overstruct_beta in your addons folder and extract the contents of the zip to that folder.

    Please post any tips, comments, and stuff.
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  2. Post #2
    Gold Member
    elitestrider's Avatar
    July 2008
    1,983 Posts
    Alot of repeating textures and needs better textures
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  3. Post #3
    supatails's Avatar
    May 2008
    746 Posts
    Looks nice! Needs some less repetetive textures (possibly decals or something to break it) although honestly I could care less so long as the map is fun to play on! Overall looks good so far
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  4. Post #4
    Gold Member
    laptopman's Avatar
    May 2008
    1,577 Posts
    Looks fun, however, as everyone else said, those textures need to be replaced
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  5. Post #5
    Gold Member

    June 2007
    2,290 Posts
    This is the only time I will ever use the following line, as it actually seems appropriate in this situation:

    Looks good, but work on the textures a little bit.
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  6. Post #6
    zck2020's Avatar
    November 2008
    49 Posts
    So what if I dramatically increased the size/scale of the textures on the walls where it's repeating too much?
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  7. Post #7
    Gold Member
    Hypershadsy's Avatar
    February 2008
    2,422 Posts
    Pic 4 is smexy
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  8. Post #8
    Gold Member
    True_colors's Avatar
    February 2008
    291 Posts
    woah, yay! I'm excited finally a nice combine theme construct map! :biggrin: combine theme is coming along nice, textures need some work, if you search "cit" in the textures maybe some more stuff you could use, or decals maybe. Also that doorway in the first picture is very nice. Good work!

  9. Post #9
    bakersman's Avatar
    July 2005
    4 Posts
    You could increase the scale, however that comes at the cost of quality. You can break it up with decals, different architecture stylings on the walls (pillars/jutting pieces of wall that have a slightly different/matching texture) or with models of pipes/combine stuff (monitors, energy ball tubes, whatever).

  10. Post #10
    zck2020's Avatar
    November 2008
    49 Posts
    Sounds good. I'll fix that. Anything else I need to fix/add? :banjo:

  11. Post #11
    Sourcegamer8's Avatar
    June 2008
    4,667 Posts
    Oh and picture 5, why is there a dirt texture as a wall?

  12. Post #12
    Gold Member
    LimEJET's Avatar
    November 2007
    1,734 Posts
    Oh and picture 5, why is there a dirt texture as a wall?
    That's concrete, innit?

  13. Post #13
    zck2020's Avatar
    November 2008
    49 Posts
    Yeah, that's concrete not dirt...

  14. Post #14
    Gold Member
    Larry_G's Avatar
    November 2008
    2,974 Posts
    Yeah, that's concrete not dirt...
    Looks like dirt to me.
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  15. Post #15
    Gold Member
    Bulaba0's Avatar
    July 2008
    1,995 Posts
    Use custom textures if you have to, because spamming Combine Textures everywhere won't do much to break repetitive texture work.
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  16. Post #16
    zck2020's Avatar
    November 2008
    49 Posts
    Yes, I've gotten that point already and have been working on that. Any other suggestions other than the texture fixes?

  17. Post #17
    riddick3(lost riddick2 pw's Avatar
    March 2009
    222 Posts
    Come on! work on this again! (he's not gone, his last activity = week ago.)
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  18. Post #18
    Jacc's Avatar
    April 2010
    199 Posts
    I like it, but it's a bit too empty
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  19. Post #19
    Gold Member
    Firegod522's Avatar
    March 2008
    11,582 Posts
    Read the post dates people.
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  20. Post #20
    Gold Member
    playelite's Avatar
    April 2008
    1,990 Posts
    I like it. Just very empty
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  21. Post #21
    sOmEcRaZyGuY's Avatar
    February 2008
    526 Posts
    Picture 4 has way too many lights, take out 1 in between each of them.

    EDIT
    That's better
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  22. Post #22
    kevinseven's Avatar
    June 2009
    4,053 Posts
    I came in here expecting a Construct remake... Was pleasantly surprised.
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  23. Post #23
    riddick3(lost riddick2 pw's Avatar
    March 2009
    222 Posts
    Read the post dates people.
    Read my post. (As i said when i posted it, he was online a week ago, thats a good sign)
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  24. Post #24
    Gold Member
    Firegod522's Avatar
    March 2008
    11,582 Posts
    Doesn't mean he is still working on the map.
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  25. Post #25
    wanksta11's Avatar
    April 2009
    1,807 Posts
    Seems fun
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  26. Post #26
    Facepunch Resident Alcoholic!
    sphinxa279's Avatar
    July 2007
    8,079 Posts
    Textures abruptly start and stop, blocky, disliking the lighting, no source for the combine energy field, needs more displacements...
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  27. Post #27
    TheYeIIowDucK's Avatar
    April 2009
    44 Posts
    Episode 2 and combine textures?
    Make a rebel base instead of a combine one. Rebel bases are usually more interesting and allow more creativity.
    The download should be in an addon format.
    The lighting's quite rubbish and unrealistic. I don't know about you, but spamming lamps won't make your map very pro-ish.
    The map itself is empty. I know it's suppose to be a construct map, but i just can not stand walking through empty rooms and corridors. If you go for a themed map, stick with it to the end.
    Also, the map is big and filled with useless spaces
    3D skybox would do quite nicely, thank you.
    Above that, this map is quite good. It feels good playing it, and that's something that a lot of maps (even popular ones) don't achieve.
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  28. Post #28
    Gold Member
    Firegod522's Avatar
    March 2008
    11,582 Posts
    Episode 2 and combine textures?
    Make a rebel base instead of a combine one. Rebel bases are usually more interesting and allow more creativity.
    The download should be in an addon format.
    The lighting's quite rubbish and unrealistic. I don't know about you, but spamming lamps won't make your map very pro-ish.
    The map itself is empty. I know it's suppose to be a construct map, but i just can not stand walking through empty rooms and corridors. If you go for a themed map, stick with it to the end.
    Also, the map is big and filled with useless spaces
    3D skybox would do quite nicely, thank you.
    Above that, this map is quite good. It feels good playing it, and that's something that a lot of maps (even popular ones) don't achieve.
    Bro... The thread is from last year.
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  29. Post #29
    Facepunch Resident Alcoholic!
    sphinxa279's Avatar
    July 2007
    8,079 Posts
    Bro... The thread is from last year.
    Oh shit I just realised as well, crap.

  30. Post #30
    zck2020's Avatar
    November 2008
    49 Posts
    Yeah sorry, my hammer broke and wont work no matter how many times I reinstall it.

    Episode 2 and combine textures?
    Make a rebel base instead of a combine one. Rebel bases are usually more interesting and allow more creativity.
    The download should be in an addon format.
    The lighting's quite rubbish and unrealistic. I don't know about you, but spamming lamps won't make your map very pro-ish.
    The map itself is empty. I know it's suppose to be a construct map, but i just can not stand walking through empty rooms and corridors. If you go for a themed map, stick with it to the end.
    Also, the map is big and filled with useless spaces
    3D skybox would do quite nicely, thank you.
    Above that, this map is quite good. It feels good playing it, and that's something that a lot of maps (even popular ones) don't achieve.
    Thank you for the constructive criticism and I would like to make a rebel map. Also this is my first large map I have ever done, and I am self admittedly no good at lighting.

  31. Post #31
    A living example of an OCD programmer
    Netheous's Avatar
    June 2009
    3,744 Posts
    Blocky. Horrible lighting
    Brushwork is quite interesting in few places.
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  32. Post #32
    BmB
    Gold Member
    BmB's Avatar
    August 2008
    8,569 Posts
    This doesn't need Episode Two. Go back and do it again.
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  33. Post #33
    zck2020's Avatar
    November 2008
    49 Posts
    This doesn't need Episode Two. Go back and do it again.
    No, but I have decided to work on it again since I got a working version of Source SDK finally.
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  34. Post #34
    Gold Member
    Ard Patrinel's Avatar
    November 2005
    462 Posts
    Holy crap, a GOOD necrobump. Can't wait to see the finished map
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  35. Post #35
    A living example of an OCD programmer
    Netheous's Avatar
    June 2009
    3,744 Posts
    No, but I have decided to work on it again since I got a working version of Source SDK finally.
    If that means that you are going to place some more efford in texturing, details etc. then FUCK YES !

    If that actually means more blocky rooms with bad texturing then GOD NO!

  36. Post #36
    zck2020's Avatar
    November 2008
    49 Posts
    If that means that you are going to place some more efford in texturing, details etc. then FUCK YES !

    If that actually means more blocky rooms with bad texturing then GOD NO!
    Heh, no I do not plan on more boring blocky rooms. In the next release will be almost the same rooms and such with all the textures properly aligned, sized, etc. I'll also be adding some static props for scenery and additional brushwork will be done to spice it up a bit. I have already started working on the arena part again.

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  37. Post #37
    zck2020's Avatar
    November 2008
    49 Posts
    I thought that I should upload my original plans for this map. I drew them out a while back and still have them. So here are the "blueprints for gm_overstruct as a whole:



    As you can see, I haven't even mapped out half of what I had originally planned. So I want your guys' opinion. Should I continue with my original plans to make this map extraordinarily huge or should I do something different?
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