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onek
08-17-2008, 05:15 PM
Hey im currently working on a 1.6 remake of office, since i've only made 3 maps before this one I guess I have enough experiance if I put time into it. Well at time moment i've accomplished making the starting walls for the ct side, I think this remake is good experiance and I need to work on my texture work on hammer.

Im making this for the public side of cspro mod, I like the 1.6 version even though the source version is good imo. I will still be remaking it, once i've finished the CT spawn side I will post about 6 pictures comparing to the old version for feedback.

Here is an example of a map i've made before http://www.fpsbanana.com/maps/60529, this would be my first ever proper map.... if I can call it that :lol:

Leave feedback about the idea and more :)

Cashed sorry if this is the wrong section if it is :?
Would I have permission to to submit once done as csp_office?

Cashed could you kindly PM me about the map, I have some information to ask as I am not a professional I would like to ask a few moments of your time.

- Thanks anyhow guys


1st UPDATE - Right so I need an opinion on the wall colour, im aware the wall hight and width is a bit off but this is a working progress, I want to know which wall would suit ct spawn, I have an image of 1.6 for comparison.

http://img81.imageshack.us/img81/122/ctspawnut2.th.jpg (http://img81.imageshack.us/my.php?image=ctspawnut2.jpg)
Still no opinion.

2nd UPDATE - Right so I added the opening door at front of spawn,
http://img137.imageshack.us/img137/248/nextversjz1.th.jpg (http://img137.imageshack.us/my.php?image=nextversjz1.jpg)

I have also tweaked the other side of ct spawn now has the piller walls too. I couldn't find a white cargo container :( So I used a orange one and I put two of the boxes
http://img118.imageshack.us/img118/706/examppc6.th.jpg (http://img118.imageshack.us/my.php?image=examppc6.jpg), this is a quick go through then ill fine tune it.

Right cs_office has made progress, this is down to Splambob for a great re-texture of the cargohold, I thank him for this! Looks like we will now have a white cargohold instead of a orange cargo.
Image link:http://splambob.jimbomcb.co.uk/Pichoors/Misc/cargo_container02.jpg

Equanimity
08-18-2008, 05:00 AM
Impressive, keep up the good work. Not sure if it will be implemented, but it definitely will be played on custom map servers (If there are any).

raa
08-18-2008, 05:06 AM
hey if you want a .rmf of basically the whole original office let me know..

ShimmyCocoPuffz
08-18-2008, 07:46 AM
On the wall color, I say the one that says "Is this wall better?".

onek
08-18-2008, 09:10 AM
Thank you very much, I will sort out the walls today ;) OMG! I HATE MCFLY, my mate is playing it :o!!!
Anyhow once the walls are sorted I will post a screeny, does anyone know how to model, so I can put in a white cargo hold? someone please reply, and cashed do I have permission to add CS PRO MOD as a banner on the map. :idea:

ShimmyCocoPuffz
08-18-2008, 10:31 AM
I'll try to find some white cargo hold models.

onek
08-18-2008, 10:35 AM
I've already updated for that, im using the current cargo models from the source engine but retextured. ;)

ShimmyCocoPuffz
08-18-2008, 10:38 AM
oh, sweet.

ShimmyCocoPuffz
08-18-2008, 10:43 AM
the cargo hold looks awesome

onek
08-18-2008, 11:19 AM
There is a vehical that is on office and we need it for the map to be a remake :o Does anyone have one that I could use? Did cashed have one for teh banana map :P, if so can I would like to contact cashed about it.

onek
08-18-2008, 07:10 PM
Right so here is the next update

1. This is the room to the left of CT spawn coming out to the military vehicle.
http://img231.imageshack.us/img231/9138/ctroomtoleftns6.th.jpg (http://img231.imageshack.us/my.php?image=ctroomtoleftns6.jpg)

2. This is ally to the right of CT spawn, I have not added any HD lighting so the textures look realy BAD :lol:, This room still is not final LOL obviously, well anyhow I still have not added the white cargo hold.. Image below
http://img508.imageshack.us/img508/5567/ctspawntotherightkn8.th.jpg (http://img508.imageshack.us/my.php?image=ctspawntotherightkn8.jpg)

3. Here is the image of the white cargo hold, for anyone who has not yet seen it.
http://img371.imageshack.us/img371/4953/cargocontainer02zv5.th.jpg (http://img371.imageshack.us/my.php?image=cargocontainer02zv5.jpg)

ENJOY this small update.

ShimmyCocoPuffz
08-18-2008, 07:34 PM
nice! :D
are you gonna make that room littler? its kinda... HUGE. lol :lol:

onek
08-18-2008, 08:20 PM
Yes I will lol, I realised when I looked at the image needs to be a bit smaller :D

xtobix
08-19-2008, 01:08 PM
sorry dude.. but i don´t think that it looks like 1.6 ... :s

the textures don´t seem to be used well and even the brush-dimensions aren't right.
i think you should practise a bit more before starting a project like this. :/

i did some maps before.. and i know how to use hammer.. but i know that it's really hard to make perfect maps.. and even if you know how to create brushes, change textures, put some entities in, it still is a long way to release a nice map...

08-20-2008, 12:01 PM
The maps are remakes.

drice27
09-06-2008, 02:11 PM
i didnt like it very well.

and dont come with comments such as: "try to do it yourself","i bet you could'nt do it better".
i am myself a experienced mapper and think that people should get more experience before making default 1.6 maps for CSP.

09-07-2008, 11:28 AM
Im sorry, but its way to bright. And it doesnt look at ALL at the good old cs_office. It brings no feeling. And the texture alignment is very bad. Succes

onek
09-13-2008, 08:35 PM
i didnt like it very well.

and dont come with comments such as: "try to do it yourself","i bet you could'nt do it better".
i am myself a experienced mapper and think that people should get more experience before making default 1.6 maps for CSP.

Well if you didn't like it fair enough, I quit this project, I couldn't find the time, but pre alpha pictures are something you for one would know as a mapper, I just wanted to be updated, but since I ran out of time e.g. internet downtime, whatever, I could do a better job on the map by getting exact co-ordinates, but the fact is as an experienced mapper try give something constructive before you try and make yourself untouchable.

Personally I think my effort is poor, but the fact is, experience is what I was getting, if you don't notice the difference, there is no stage in which you should start in map designing, but I wanted to work on something big.

And for all I quit this project, and to so call "try to do it yourself" Why don't you i'm sure cashed needs a hand, no disrespect on your comment, but don't talk down to me, YOU as a community member with your skills do something for the community, if you accept maybe I could get back onto map making, you could throw me a bone and i'll fetch it every now and again. I have skills in quite a few areas of the computing industry and the most interesting aspect of all is the 3D graphics side of computers.

So add me on steam - blu_ray

p.s. Looking forward to a reply and an additional friend on steam. Good day, sorry for the closure of the project I just can't pursue time right now, family enomilies, rather fruity excuse but.... I am sorry, the heart of CSP lives on!
- This was not a flame ;)

cashed
09-13-2008, 09:11 PM
To be honest, this was too large a project for someone who has little experience that you admit. Its time consuming and office has quite the reputation. As a suggestion for starting out mapping, stick to aim maps to get use to structure, look at valve maps (theres some in the sdk or decompile them). There's many of golden rules when it comes to mapping. I've learnt a lot of this on my own terms and if you dont have the drive too then dont bother getting into it. Ive come to a realization that good mappers don't like giving tips or help mainly because we are flooded with the by "random spur of the moment im gonna make 1 aim map and quit" type person. Trial and Error.

raa
09-15-2008, 02:31 PM
again, if someone here knows how to map for Source, I have the original 1.6 .rmf of office. I'm more then willing to hand it over for sake of cspromod. (I just never got into mapping for source)..

nitr0us
09-15-2008, 04:19 PM
again, if someone here knows how to map for Source, I have the original 1.6 .rmf of office. I'm more then willing to hand it over for sake of cspromod. (I just never got into mapping for source)..

cs_office will not be of priority since it does not revolve around competitive play. Hostages and hostage AI have not been coded into CSPromod. But please, keep it just in case, you'll never know! :]

cashed
09-15-2008, 04:49 PM
someone could make a de map out of it. pretty easily. could even change some areas to make it more suitable for a de map

Redstar
09-15-2008, 04:58 PM
again, if someone here knows how to map for Source, I have the original 1.6 .rmf of office. I'm more then willing to hand it over for sake of cspromod. (I just never got into mapping for source)..

I think that it would be illegal to convert a 1.6 map to source no?, retexture it, and then include it in CSPromod.


****Edit****

someone could make a de map out of it. pretty easily. could even change some areas to make it more suitable for a de map

Oh yeah that's a good idea, I think I'll start to do that Cashed :)
So "raa", if you could give me the .rmf of cs_office, that would help me a lot :D

cashed
09-15-2008, 08:39 PM
you got a it a bit wrong. he may infact have the original cs_office from cs. you dont know. decompiling 1.6 maps is just a cluster f*/-k anyways you have to rebuild each wall over its just a good base to start from if you are porting. I would go as far as leave the ports to the people who know what there doing and talking about.

Improved
09-16-2008, 12:03 AM
again, if someone here knows how to map for Source, I have the original 1.6 .rmf of office. I'm more then willing to hand it over for sake of cspromod. (I just never got into mapping for source)..

I know how to map for Source, I can do what you ask for. But I say only one thing... I wont accept a decompiled cs1.6 cs_office full of bugs. Cause frankly I can decompile it myself and get a shitty decompiled .rmf. But, if u have a 100% (and I do mean 100%) bug FREE cs1.6 cs_office .rmf then I would love to make this happen.

Pm me for email and msn.


someone could make a de map out of it. pretty easily. could even change some areas to make it more suitable for a de map

No problem, I can do that. As long and the .rmf is 100% bug free as mentioned in my above post.

raa
09-16-2008, 04:00 AM
It's been about 2yrs since I compiled this .rmf but if my memory serves me, yes it's 100% error free.

Improved
09-16-2008, 04:29 AM
It's been about 2yrs since I compiled this .rmf but if my memory serves me, yes it's 100% error free.

Send me a pm with your email or msn so we can get in touch, and I'll take a look at the .rmf

Redstar
09-16-2008, 06:57 AM
he may infact have the original cs_office from cs
oh sorry, I missunderstood, I thought that he had decompiled the 1.6 map^^ .Well, it's nice to have a good cs_office.rmf, btw, I would be interested in doing this too "raa", I've sent you a private message :)

09-21-2008, 07:17 PM
You can actually select all @ hammer 3.4, paste it in source hammer. Then change everything whats needed. More detail, other entitys, other textures. The scale is the same, 1 unit in hammer is also 1 unit in sourche hammer.

s3m1h
10-17-2008, 02:04 PM
change the textures pls :/

onek
10-17-2008, 05:09 PM
This project is discontinued, if it was to be still in production, it would of been near finished by now, well at least to beta test.

Improved
10-18-2008, 05:59 AM
This project is discontinued, if it was to be still in production, it would of been near finished by now, well at least to beta test.

Well if I can get my hands of the rmf file I'd be glad to do it myself. Decompiling and remaking it aint something I'd do though. A nice bugfree rmf would be nice to have.