View Full Version : csp_oilrig2
Vainglory
01-03-2011, 02:07 PM
Previously named csp_frost, I renamed it Milluscan, as the map is a mix between Mill and Tuscan. The concept is finished and I'm trying to figure out how to make the map the right size for 1.05 player models. My goal is to get the map finished before 1.05 comes out. I have five hours on the weekdays and all day on weekends to work on Milluscan, so I think I'll have enough time. I'll update images daily once I can really start on the map.
--- Update ---
Gonna go with an oil-rig environment as suggested by blackaddR.
Some people have brought up the fact that the map name sucks so I'm going to change it. Suggestions are welcome.
--- Update ---
Final concept. Decided on the name csp_oilrig2.
http://img153.imageshack.us/img153/3163/cspoilrig2.jpg (http://img153.imageshack.us/i/cspoilrig2.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
hxcguitarist
01-03-2011, 02:14 PM
I really like the layout. I can't wait to see your progress images and to test it out (in 1.05b of course)
smilesger
01-03-2011, 03:42 PM
looking good dude ;)
great job!
sIMson
01-03-2011, 04:29 PM
But you shall think of some better name, this one sounds strange...
cryeR
01-03-2011, 04:31 PM
look at the boxes of de_dust2 on A, they are all 64*64*64 in size in goldscr
http://www.insideresports.com/uploads/misc/dust2.jpg
blackaddR
01-03-2011, 05:29 PM
Please do an oil-rig environment. I think Redstar said he was going to do that with his aim_pistol map but changed to the 'surface-tension' (blackmesa) theme.
madmax
01-03-2011, 05:43 PM
what was wrong with frost as a name milluscan sounds stupid you cant remeber it and its hard to say compared to frost.
Vainglory
01-03-2011, 06:49 PM
An oil rig environment? Hmmm, I'll try...
You guys are welcome to give me some suggestions on map names.
Looks like a csp_collateral to me.
Looks interesting. I really hope some kind of Mill or Tuscan variant is released with 1.05. And an oilrig theme sounds like a welcome change, so for what it's worth I hope yours is the one that gets adopted and becomes successful.
How final is this layout? I'm intrigued by the orange lines in mid.
Vainglory
01-04-2011, 10:13 AM
How final is this layout? I'm intrigued by the orange lines in mid.
Well I'm changing the concept to fit the theme. Those orange lines at mid were suppose to be bunker doors, but because the environment is now on an oil-rig, I'm going to have to change it.
I had the concept finished yesterday but saved it wrong and now it's all blurry, so I'll have to redo it... :(
cryeR
01-04-2011, 10:34 AM
i would suggest to at least modify the layout, i dont think that its good to have so much versions of the same layout, in my opinion you should mirror your layout vertically for a total new experience together with the new theme or try to make the first dark/night map for csp =)
Diablorunner
01-04-2011, 11:20 AM
Imo just stick to your origin idea, dont change to much until a "playable" beta is released. But you prolly knows whats best here.
My impression of the map is good, it looks cool.
About theme I think a snowy map with melting parts on it would look great, like a semi-melting snow environment just like a winterspring in mars or something. It could be: csp_winterspring / de_winterspring ... perhaps.
downbad
01-04-2011, 11:45 AM
Csp_pipeline
Csp_oilspill
Csp_british_petroleum
**last 2 r jokes
Vainglory
01-04-2011, 12:47 PM
or try to make the first dark/night map for csp =)
I'll try it out, but I doubt it will work competitively. I'll probably meet half-way and go for a sunrise or sunset sort of thing.
--- Update ---
Csp_pipeline
Csp_oilspill
Csp_british_petroleum
**last 2 r jokes
lol
n69ky
01-04-2011, 01:43 PM
make it burn everywhere and oil in the water!! csp_BP
downbad
01-04-2011, 02:08 PM
I just got back from skiing in park city.
Vainglory
01-04-2011, 02:16 PM
Off-topic much? I snowboard at Beaver Mountain.
downbad
01-04-2011, 02:29 PM
You could do a night time map and use a lot of floodlights that are on oilrigs.
Vainglory
01-04-2011, 02:31 PM
You could do a night time map and use a lot of floodlights that are on oilrigs.
This is true. Looks good in my head. I'll do it.
Vainglory
01-05-2011, 09:12 PM
Updated the OP. Can a mod change the thread name to csp_oilrig2, please?
Let me know what you guys think of the name and the changes. Gonna start working on the map tomorrow.
Redstar
01-06-2011, 03:30 AM
Updated the OP. Can a mod change the thread name to csp_oilrig2, please?
Done
Vainglory
01-06-2011, 11:17 AM
Thank you, Redstar!
blackaddR
01-06-2011, 11:22 AM
Csp_pipeline
Csp_oilspill
Csp_british_petroleum
**last 2 r jokes
I lolled..really loud..and it hurt.
m0535
01-06-2011, 11:46 AM
pls no further layout changes ;)
start your work and let us see some screenieees :P
really interested in the result...
Vainglory
01-06-2011, 11:49 AM
Working on it now. ;)
downbad
01-06-2011, 12:14 PM
This could be a simple layout for a 3D sky box later on with the 2 oil tankers next to the rig. Is CT spawn the Helipad? I like that. Also notice the containers and crains
http://www.ianztrainz.com.au/oilrig1450.jpg
Vainglory
01-06-2011, 12:59 PM
Yup, ct spawn is the helipad. I was planning on adding oil tankers, cranes and containers.
blackaddR
01-06-2011, 04:48 PM
I'm liking the concept of this :D
If you need any textures making, PM me.
Vainglory
01-06-2011, 06:31 PM
Wow, thanks!
Vainglory
01-07-2011, 04:21 PM
How do you guys suggest I make this work?
http://img208.imageshack.us/img208/3478/howet.jpg (http://img208.imageshack.us/i/howet.jpg/)
The ramp extends pretty far into bombsite 2. What should I do so it doesn't extend so far?
You could make it a straight drop, so you can get into the bombsite easily but have to boost to get out. Or instead of a ramp, you could join the high ground to a walkway running around the edge of the bombsite, ending in a ladder.
This bombsite has been changed pretty drastically in every version of mill/tuscan, so don't be afraid to try something new with it. Maybe look at some other bombsites on successful/interesting maps and see how they work.
Vainglory
01-07-2011, 08:07 PM
Solution.
http://img638.imageshack.us/img638/3120/esgrae.jpg (http://img638.imageshack.us/i/esgrae.jpg/)
Vainglory
01-07-2011, 10:17 PM
You guys think this is too high?
http://img407.imageshack.us/img407/8885/toohigh.th.jpg (http://img407.imageshack.us/i/toohigh.jpg/)http://img829.imageshack.us/img829/631/toohigh2.th.jpg (http://img829.imageshack.us/i/toohigh2.jpg/)http://img833.imageshack.us/img833/3876/toohigh3.th.jpg (http://img833.imageshack.us/i/toohigh3.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
Hmmmmm, it doesn't look too bad of a drop.
It looks quite extreme. I had some similar height changes in my original version of csp_edge, but I made them smaller for the improved layout I did.
n69ky
01-08-2011, 09:07 AM
btw dont use such a dark light_enviroment ... noone will play a dark map :I
Diablorunner
01-08-2011, 09:41 AM
Sharp SpotlightS ?
btw dont use such a dark light_enviroment ... noone will play a dark map :I
People play csp_train :P
The drop is pretty extreme, but for an oil rig setting it's kind of realistic (except maybe in real life there would be a railing, lol). Once the bombsite is populated with boxes it won't be as bad, either. After all, there's a big drop in Train, from the big ladder. And as j0lt says,
People play csp_train :P
By the way, I like your solution to the ramp problem. Looks very industrial.
blackaddR
01-08-2011, 10:36 AM
The drop is pretty extreme, but for an oil rig setting it's kind of realistic (except maybe in real life there would be a railing, lol).
You could do a rail that goes across but damaged and bent outwards, allowing access to it.
like on this :
http://www.youtube.com/watch?v=lul60ixy_40 1:10
a bent hand rail maybe bent alot far forward to allow you go step over? or as though it has sheared in the middle? or even construction work on fixing a rail shown but with the missing peice and tool boxes on the floor by it.
Loads of ideas.
@ Vainglory - i've sent you a pm about the textures.
Vainglory
01-08-2011, 11:17 AM
I fixed the height last night but forgot to post a screen. I'm gonna add railing but I'm not ready to yet.
n69ky
01-08-2011, 11:41 AM
People play csp_train :P
wtf? csp_train is like bright as a flashlight compared to this :E
--- Update ---
i mean fleshlight! sorry!
Vainglory
01-08-2011, 11:47 AM
http://img707.imageshack.us/img707/9943/tspawnlighting.th.jpg (http://img707.imageshack.us/i/tspawnlighting.jpg/)http://img222.imageshack.us/img222/4959/heightfix1.th.jpg (http://img222.imageshack.us/i/heightfix1.jpg/)http://img831.imageshack.us/img831/3545/heightfix2.th.jpg (http://img831.imageshack.us/i/heightfix2.jpg/)http://img46.imageshack.us/img46/8549/heightfix3.th.jpg (http://img46.imageshack.us/i/heightfix3.jpg/)http://img404.imageshack.us/img404/3236/heightfix4.th.jpg (http://img404.imageshack.us/i/heightfix4.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
downbad
01-08-2011, 11:55 AM
wtf? csp_train is like bright as a flashlight compared to this :E
--- Update ---
i mean fleshlight! sorry!
I believe he plans on adding alot of big flood lights (which are found on oilrigs for working 24 hrs a day) to give the daytime feeling. I think it will give the map a nice atmosphere.
Vainglory
01-08-2011, 12:09 PM
I believe he plans on adding alot of big flood lights
This.
n69ky
01-08-2011, 06:25 PM
well good to know :P
By the way, lol at the window at T spawn looking into the new corridoor. Will you be able to awp CTs as they cross into site 1?
Vainglory
01-08-2011, 11:54 PM
Yes. It will be like Dust 2 mid where you can shoot CT's crossing to b and they can shoot you.
Yes. It will be like Dust 2 mid where you can shoot CT's crossing to b and they can shoot you.For some reason I find this prospect hilarious. It might not turn out to be a good thing though. Looking forward to playtesting. Can you also climb through the window?
Vainglory
01-09-2011, 12:07 PM
Yup.
downbad
01-09-2011, 12:20 PM
idk if you should be able to go through the window, but i guess we'll see in play testing :P
Vainglory
01-09-2011, 01:31 PM
Do you guys care if you test the map without the textures added?
blackaddR
01-09-2011, 01:38 PM
no, by all means Vainglory, give us a test ;) textures can wait after the map has been built properly.
Vainglory
01-09-2011, 02:24 PM
Ok, let me finish up a couple things and I'll have the map up by the end of the night or early tomorrow.
Vainglory
01-09-2011, 05:18 PM
How do I connect these? I've been trying for a while now but I can't get it even or straight. One is platform is higher up than the other, so the connecting piece is a ramp.
http://img521.imageshack.us/img521/5931/howw.jpg (http://img521.imageshack.us/i/howw.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
Vainglory
01-09-2011, 09:09 PM
Any help? Please?
fingerling123
01-09-2011, 10:30 PM
I think you should make your map in daylight and good lit rooms. Cause it's so hard to spot enemy's in night maps...
Vainglory
01-09-2011, 10:36 PM
I made it daytime this morning. It looks really nice. I've been thinking of keeping it daytime.
How do I connect these? I've been trying for a while now but I can't get it even or straight. One is platform is higher up than the other, so the connecting piece is a ramp.
http://img521.imageshack.us/img521/5931/howw.jpg (http://img521.imageshack.us/i/howw.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
That hammer grid looks quite messy, you should try and keep all the basic brushwork on a large grid, say 32-64 units, and start adding details at 16 unit grid and use even smaller grid for more detail.
Vainglory
01-09-2011, 11:30 PM
I just wanna know how to connect the to platforms... :(
--- Update ---
Oh, and that's what I did do, j0lt. Banana looks messy because I'm really really bad at making ramps that are turned...
--- Update ---
Actually, all of banana is messy. I can't help it though. :\
You shouldn't rotate them then, use the vertex and cut tools
n69ky
01-10-2011, 02:31 AM
i use the morph tool quite often. but that needs severalhours to master 3.3
Vainglory
01-10-2011, 04:19 AM
I've ran into several problems. I fix one thing and two things stop working, I attempt to fix those and two more things stop working. Gonna continue tomorrow....
Vainglory
01-10-2011, 02:49 PM
I'm putting in lights right now, how do I get the maximum light from a light?
n69ky
01-10-2011, 04:17 PM
255 255 255 2000 or so :E
wait, for what do you need this? :E
the fourth number is liek the strengh of the light? ;/ just try some diffrent values
Vainglory
01-10-2011, 05:02 PM
wait, for what do you need this? :E
Indoor light.
downbad
01-10-2011, 05:15 PM
wait, for what do you need this? :E
The correct way to say this is:
Wait, what do you need this for?
Vainglory
01-10-2011, 05:17 PM
Lol, too much light?
http://img809.imageshack.us/img809/6919/toomuchz.th.jpg (http://img809.imageshack.us/i/toomuchz.jpg/)
n69ky
01-10-2011, 05:20 PM
The correct way to say this is:
Wait, what do you need this for?
this
! ! ! ! ! engrish is not my optimal lasagne !
Vainglory
01-10-2011, 06:05 PM
Is there a way I can light up an entire room with one thing? I'm currently lighting up the room with the light entity and it lights up a small area.
downbad
01-10-2011, 07:56 PM
this
I know, thats why i'm helping you out. Really tho, just bustin your balls b/c u do it to everyone else ;)
/back to topic
Vain, have you been watching any tutorials on youtube?
The correct way to say this is:
Wait, what do you need this for?n69ky's construction avoids ending with a preposition! :D
downbad
01-10-2011, 10:34 PM
just trying to make him sound less Lickdickstienian.
Vainglory
01-11-2011, 02:29 AM
I've finished up most of the textures.
I've been trying for about 30 minutes to try and get the rotated walkway to work. I haven't rotated it, just used vertex and clipping tool. But I've been running into a problem. Every time I run the map the middle of it disappears, I think I've figured out why, but I can't figure out how to solve it. I go into the walkway to view it and it looks like a very narrow diamond shape, I assume this is the reason it's been disappearing ingame. Can someone help me fix this? It's very frustrating.
Gonna go to bed. Hopefully I'll be able to fix the problem tomorrow and start to finish up the map. I'll leave you guys with a picture. ;)
http://img840.imageshack.us/img840/6879/midz.th.jpg (http://img840.imageshack.us/i/midz.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
I've finished up most of the textures.
I've been trying for about 30 minutes to try and get the rotated walkway to work. I haven't rotated it, just used vertex and clipping tool. But I've been running into a problem. Every time I run the map the middle of it disappears, I think I've figured out why, but I can't figure out how to solve it. I go into the walkway to view it and it looks like a very narrow diamond shape, I assume this is the reason it's been disappearing ingame. Can someone help me fix this? It's very frustrating.
Gonna go to bed. Hopefully I'll be able to fix the problem tomorrow and start to finish up the map. I'll leave you guys with a picture. ;)
http://img840.imageshack.us/img840/6879/midz.th.jpg (http://img840.imageshack.us/i/midz.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
With all your vertexing and cutting you may have made a concave brush, which screws up pretty bad when compiled.
If you want I'll take a look at the GCF and help you with the troublesome section.
n69ky
01-11-2011, 02:32 AM
Is there a way I can light up an entire room with one thing?
i don't have any lighting skill, thats I do make why outside maps, mapping I not inside. (!)
Vainglory
01-11-2011, 02:50 AM
With all your vertexing and cutting you may have made a concave brush, which screws up pretty bad when compiled.
If you want I'll take a look at the GCF and help you with the troublesome section.
Ya, that'd be great. How do I send it to you?
n69ky
01-11-2011, 03:12 AM
can you do something else too?
after you compiled the map (dont close the process window), can you press "copy to clipboard" and post it here? ... or better on http://www.pastebin.com and give the link?
Vainglory
01-11-2011, 03:29 AM
** Executing...
** Command: "c:\program files\steam\steamapps\tonyseven10\sourcesdk\bin\or angebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\tonyseven10\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\tonyseven10\sourcesdk_conten t\cstrike\mapsrc\csp_dunno.vmf"
Valve Software - vbsp.exe (Jul 7 2010)
1 threads
materialPath: c:\program files\steam\steamapps\tonyseven10\counter-strike source\cstrike\materials
Loading C:\Program Files\Steam\steamapps\tonyseven10\sourcesdk_conten t\cstrike\mapsrc\csp_dunno.vmf
Could not locate 'GameData' key in c:\program files\steam\steamapps\tonyseven10\counter-strike source\cstrike\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (1)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\tonyseven10\sourcesdk_conten t\cstrike\mapsrc\csp_dunno.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (205040 bytes)
Error! To use model "models/props_wasteland/cranemagnet01a.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_wasteland/cranemagnet01a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 172 texinfos to 119
Reduced 23 texdatas to 18 (569 bytes to 382)
Writing C:\Program Files\Steam\steamapps\tonyseven10\sourcesdk_conten t\cstrike\mapsrc\csp_dunno.bsp
3 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\tonyseven10\sourcesdk\bin\or angebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\tonyseven10\counter-strike source\cstrike" -fast "C:\Program Files\Steam\steamapps\tonyseven10\sourcesdk_conten t\cstrike\mapsrc\csp_dunno"
Valve Software - vvis.exe (Jul 7 2010)
fastvis = true
1 threads
reading c:\program files\steam\steamapps\tonyseven10\sourcesdk_conten t\cstrike\mapsrc\csp_dunno.bsp
reading c:\program files\steam\steamapps\tonyseven10\sourcesdk_conten t\cstrike\mapsrc\csp_dunno.prt
1173 portalclusters
3587 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (5)
Optimized: 69685 visible clusters (0.00%)
Total clusters visible: 1111442
Average clusters visible: 947
Building PAS...
Average clusters audible: 1172
visdatasize:347846 compressed from 356592
writing c:\program files\steam\steamapps\tonyseven10\sourcesdk_conten t\cstrike\mapsrc\csp_dunno.bsp
5 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\tonyseven10\sourcesdk\bin\or angebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\tonyseven10\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\tonyseven10\sourcesdk_conten t\cstrike\mapsrc\csp_dunno"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\tonyseven10\sourcesdk_conten t\cstrike\mapsrc\csp_dunno.bsp
Setting up ray-trace acceleration structure... Done (2.18 seconds)
3605 faces
4 degenerate faces
4382658 square feet [631102848.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3601 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
111931 patches after subdivision
sun extent from map=0.000000
62 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (126)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (144)
transfers 13603416, max 1053
transfer lists: 103.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(334417, 271960, 208483)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(208425, 178047, 130402)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(18197, 13966, 10853)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(7905, 6293, 4703)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(1729, 1296, 973)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(647, 482, 352)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(215, 155, 110)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(80, 57, 39)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(30, 20, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(11, 8, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(4, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(2, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1682 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (12)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (51)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 9/1024 432/49152 ( 0.9%)
brushes 615/8192 7380/98304 ( 7.5%)
brushsides 3953/65536 31624/524288 ( 6.0%)
planes 1406/65536 28120/1310720 ( 2.1%)
vertexes 5829/65536 69948/786432 ( 8.9%)
nodes 2176/65536 69632/2097152 ( 3.3%)
texinfos 119/12288 8568/884736 ( 1.0%)
texdata 18/2048 576/65536 ( 0.9%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 3605/65536 201880/3670016 ( 5.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1422/65536 79632/3670016 ( 2.2%)
leaves 2186/65536 69952/2097152 ( 3.3%)
leaffaces 4132/65536 8264/131072 ( 6.3%)
leafbrushes 1996/65536 3992/131072 ( 3.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 22378/512000 89512/2048000 ( 4.4%)
edges 12552/256000 50208/1024000 ( 4.9%)
LDR worldlights 62/8192 5456/720896 ( 0.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 284/32768 2840/327680 ( 0.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4227/65536 8454/131072 ( 6.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 4651464/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 347846/16777216 ( 2.1%)
entdata [variable] 28827/393216 ( 7.3%)
LDR ambient table 2186/65536 8744/262144 ( 3.3%)
HDR ambient table 2186/65536 8744/262144 ( 3.3%)
LDR leaf ambient 13324/65536 373072/1835008 (20.3%)
HDR leaf ambient 2186/65536 61208/1835008 ( 3.3%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12438 ( 0.0%)
pakfile [variable] 174338/0 ( 0.0%)
physics [variable] 205040/4194304 ( 4.9%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 9454
Writing c:\program files\steam\steamapps\tonyseven10\sourcesdk_conten t\cstrike\mapsrc\csp_dunno.bsp
5 minutes, 44 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\tonyseven10\sourcesdk_conten t\cstrike\mapsrc\csp_dunno.bsp" "c:\program files\steam\steamapps\tonyseven10\counter-strike source\cstrike\maps\csp_dunno.bsp"
** Executing...
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 240 -game "c:\program files\steam\steamapps\tonyseven10\counter-strike source\cstrike" -toconsole -dev -console +sv_lan 1 +map "csp_dunno"
n69ky
01-11-2011, 03:51 AM
okay this doesnt look bad :P
btw do you use "check for problems" sometimes?
Ya, that'd be great. How do I send it to you?
Add me on steam, and I'll give you my email
http://steamcommunity.com/id/j0lt
Vainglory
01-11-2011, 02:40 PM
Okay, I added you.
--- Update ---
okay this doesnt look bad :P
btw do you use "check for problems" sometimes?
No, I've never used that.
--- Update ---
Anyone know the model height when crouching?
m0535
01-11-2011, 03:23 PM
less then 48 units for sure but i personally think its something about 34-40 units
hope i could help you
tiger
01-11-2011, 03:44 PM
Anyone know the model height when crouching?
This is a bit complicated in CSP right now, I can't give you the details but I suggest you use 42 units or more (not the actual size of the model but you should use that for your map).
Vainglory
01-13-2011, 02:44 AM
Thank you, tiger.
fingerling123
01-15-2011, 09:21 PM
Any progress on the map? :)
Vainglory
01-16-2011, 01:01 AM
Ya. I should be able to release the map for play testing within the next week.
;)
--- Update ---
Maybe in the next few days. Maybe less.
blackaddR
01-16-2011, 07:33 AM
[/COLOR]Maybe in the next few days. Maybe less.
CSPromod dev syndrome ;)
Vainglory
01-19-2011, 05:40 PM
If your name is here, check your inbox. I sent you the map for playtesting.
blackaddR
cryeR
Diablorunner
downbad
TheEA
Ganjahsoup
hxcguitarist
j0lt
madmax
mang
n69ky
smilesger
SpikeMeister
TheSimson
tiger
wHEElEr
--- Update ---
And don't worry about some of the textures. I still need to pretty the map up.
n69ky
01-19-2011, 06:02 PM
oookaaayyy, first impression it should be okay, because the layout is mill/tuscan like
bugs: you have three stairs which are like 1 height and 1 width, try 1 height and 2 width.
try to keep the ramps same ratio in the whole map not make one 1:2 and another one 1:4 (not included ramps like 1:10 .. )
i hate it when you walk a ramp down and at the botom is a WALL or a BOX directly with no even ground before it, it just doesnt look good :) like this:
\|
try this
\_|
;)
well btw next time, place a sign on the floor so i actually can see where the bomspots are :E
cryeR
01-19-2011, 06:09 PM
looks promising =)
blackaddR
01-19-2011, 07:35 PM
I actually love this map so far. Layout is brilliant - as it is the similar layout to tuscan/mill etc (as n69ky said) but with the tweaks you have made, it does look very promising indeed!
Mega Kudos deserved.
Vainglory
01-19-2011, 09:41 PM
oookaaayyy, first impression it should be okay, because the layout is mill/tuscan like
bugs: you have three stairs which are like 1 height and 1 width, try 1 height and 2 width.
try to keep the ramps same ratio in the whole map not make one 1:2 and another one 1:4 (not included ramps like 1:10 .. )
i hate it when you walk a ramp down and at the botom is a WALL or a BOX directly with no even ground before it, it just doesnt look good :) like this:
\|
try this
\_|
;)
well btw next time, place a sign on the floor so i actually can see where the bomspots are :E
Fixed the stairs and fixed the ramp box thing. I'll do the bombsite thing later. But there's not much I can do about the ramps, I'd have to change a lot of the layout.
I actually love this map so far. Layout is brilliant - as it is the similar layout to tuscan/mill etc (as n69ky said) but with the tweaks you have made, it does look very promising indeed!
Mega Kudos deserved.
Thank you so much! :D
Dannnnng, I can see a lot of work went into this map. Here are some of my inputs:
-What are you going to do about the fall-off-able edges?
-You thinking about adding water? Going to be really harsh on my 8800GT or at least make it fry.
-I like the mid to spawns action, a lot of CTs or Ts are going to get AWPed within the first 10 seconds of the round. :-D
-Do you plan on making the doors louder?
-I think the ladders that lead to B are a tad bit too long.
-Is the third (top) red container going to be stackable?
-Something feels weird about the columns....... Maybe I had too much coffee today...
Like 1.04 this is going in the right direction. :-)
Looking forward to what you have to say.
Diablorunner
01-19-2011, 11:40 PM
Appreciate you send me those fiiles Vainglory. I cant give you any feedback at the moment thoo, but im exited to watch how this thing of beauty looks like. I blaime W7, but stupid naive me thought it would be at least as good as XP prof, apparantly i had no clue or maybe im to n00b with such "new" things. Hopefully it (XP) appears in my mail post *IRL lul* in a couple of days, then i'll try this out with plain pleasure.
n69ky
01-20-2011, 02:03 AM
what i forgot: do not make doors which need +use to open, all CS doors can be opened simply by touch
hxcguitarist
01-20-2011, 05:52 AM
Ok Good start! Really like the layout.
BUT:
-Overwhelmingly large = Slow rotations (both on T and CT), no real fast action (besides mid), try scaling it down somehow (I'm not a mapper by anymeans haha)
-Mid needs some work. T's should not be able to spawn and then hold an angle automatically on mid. Should be the other way around.
-Take out the T Window, and move T spawn foward (towards the bombsites) so that T's and CT's can get to mid (safely) about at the same time. Maybe a slight advantage to the CT's, as this is the case in both Mill & Tuscan.
-Add some more cover in mid as well, so that rotations through it won't be too hard :)
-The crates (mid red-storagetanks) on CT side really decrease the amount of mobility/options CT's have. Maybe allow the CT's to climb on top of them? At least spread out the storagetanks so there's more of a gap between the right and left sides.
http://img30.imageshack.us/img30/4645/cspoilrig2midedit.th.jpg (http://img30.imageshack.us/i/cspoilrig2midedit.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
-Bombsites feel way too open (scaling the map down might help with this). Maybe add some immovable oilbarrel's? I dunno xD Just feels empty in both sites.
-Bombsite A has a massive drop height from balcony. Could get yourself killed by accident (reminds me of nuke lol)
-I would make Bombsite A a bit more "fun". Add another way to get to short besides the stairs (be creative not just crates :D)
Thats about it. The biggest issue with me again is the size of the map. It's just absolutely huge. 18 Seconds to get to both bombsite A and B without stopping, from T spawn. 15 seconds to go from bombsite A to B through back halls, 16 seconds through mid/short, and 19 seconds using balcony all without stopping/"shifting". Yeah it's a bit large ;)
Either way, you're doing a really good job on the layout. Definitely headed in the right direction. Be creative with this one. Thank you for allowing me to test it out. Please PM me again with the next major map update :)
Vainglory
01-20-2011, 10:49 AM
Everyone testing this map, I forgot to add signs on which bombsite is which. But, outside bombsite is 1 (A) and inside bombsite is 2 (B).
Did some research on map rotation in 1.6 and then in oilrig2 on source.
csp_oilrig2 (Source)
It takes 17 seconds to get to bombsite 1 from t spawn. 8 seconds from ct spawn. Difference of 9 seconds.
It takes 21 seconds to get to bombsite 2 from t spawn. 12 seconds from ct spawn. Difference of 9 seconds.
de_cpl_mill (1.6)
16 seconds to get to bombsite 1 from t spawn. 8 seconds from ct spawn. Difference of 8 seconds.
20 seconds to get to bombsite 2 from t spawn. 13 seconds from ct spawn. Difference of 7 seconds.
de_dust2 (1.6)
21 seconds to get to bombsite A from t spawn. 7 seconds from ct spawn. Difference of 14 seconds.
18 seconds to get to bombsite B from t spawn. 9 seconds from ct spawn. Difference of 9 seconds.
de_inferno (1.6)
18 seconds to get to bombsite A from t spawn. 9 seconds from ct spawn. Difference of 9 seconds.
19 seconds to get to bombsite B from t spawn. 10 seconds from ct spawn. Difference of 9 seconds.
de_nuke (1.6)
17 seconds to get to bombsite A from t spawn. 14 seconds from ct spawn. Difference of 3 seconds.
25 seconds to get to bombsite B from t spawn. 19 seconds from ct spawn. Difference of 6 seconds.
de_train (1.6)
16 seconds to get to bombsite A from t spawn. 7 seconds from ct spawn. Difference of 9 seconds.
18 seconds to get to bombsite B from t spawn. 8 seconds from ct spawn. Difference of 10 seconds.
As you can see from de_cpl_mill, everything but ct spawn to 1 went up only 1 second.
-What are you going to do about the fall-off-able edges?
I assume you mean the outside ramp leading down to 2? I'll probably add railing, It's kind of hard doing railing on a slanted ramp.
-You thinking about adding water? Going to be really harsh on my 8800GT or at least make it fry.
Yes. I'm going to be adding water when I near completion. It will be in a 3d skybox so you shouldn't worry about your gfx card.
-Do you plan on making the doors louder?
I might. If people tell me if I should then I will, otherwise, I wont.
-I think the ladders that lead to B are a tad bit too long.
Eh? Where is that?
-Is the third (top) red container going to be stackable?
No. If people got there they'd be able to see almost the entire map.
--- Update ---
what i forgot: do not make doors which need +use to open, all CS doors can be opened simply by touch
I'll get right on that.
--- Update ---
-Overwhelmingly large = Slow rotations (both on T and CT), no real fast action (besides mid), try scaling it down somehow (I'm not a mapper by anymeans haha)
Going to keep the map the same size.
-Mid needs some work. T's should not be able to spawn and then hold an angle automatically on mid. Should be the other way around.
If more people feel the same way, I'll remove mid.
-Take out the T Window, and move T spawn foward (towards the bombsites) so that T's and CT's can get to mid (safely) about at the same time. Maybe a slight advantage to the CT's, as this is the case in both Mill & Tuscan.
Again, if more people feel the same way.
-Add some more cover in mid as well, so that rotations through it won't be too hard :)
I'll try.
-The crates (mid red-storagetanks) on CT side really decrease the amount of mobility/options CT's have. Maybe allow the CT's to climb on top of them? At least spread out the storagetanks so there's more of a gap between the right and left sides.
http://img30.imageshack.us/img30/4645/cspoilrig2midedit.th.jpg (http://img30.imageshack.us/i/cspoilrig2midedit.jpg/)
Sounds reasonable.
-Bombsites feel way too open (scaling the map down might help with this). Maybe add some immovable oilbarrel's? I dunno xD Just feels empty in both sites.
I'll probably add some more stuff.
-Bombsite A has a massive drop height from balcony. Could get yourself killed by accident (reminds me of nuke lol)
Bombsite 2 (B*) I'll experiment with shorter heights.
-I would make Bombsite A a bit more "fun". Add another way to get to short besides the stairs (be creative not just crates :D)
I'll experiment on this too.
n69ky
01-20-2011, 01:45 PM
nice to hear that :) looking forward to the next version :)
m0535
01-20-2011, 02:04 PM
pl0x moar screeniez :P
because me has no source >_<
thxthx
hxcguitarist
01-20-2011, 02:17 PM
Hmm I guess I should of opened up 1.6 and compared the two myself xD I didn't realize they were that close in timings. I guess I'm used to the CS:Source variants. Again, let me in on the next Beta Testing Release :) It was great running around on your map.
cryeR
01-20-2011, 03:15 PM
pl0x moar screeniez :P
because me has no source >_<
thxthx
http://img38.imageshack.us/img38/5947/cspoilrig2beta0000.jpg
http://img27.imageshack.us/img27/5841/cspoilrig2beta0001.jpg
http://img138.imageshack.us/img138/4012/cspoilrig2beta0002.jpg
http://img703.imageshack.us/img703/1899/cspoilrig2beta0003.jpg
http://img211.imageshack.us/img211/9417/cspoilrig2beta0004.jpg
http://img822.imageshack.us/img822/6696/cspoilrig2beta0005.jpg
http://img513.imageshack.us/img513/6462/cspoilrig2beta0006.jpg
http://img140.imageshack.us/img140/1980/cspoilrig2beta0007.jpg
http://img821.imageshack.us/img821/3466/cspoilrig2beta0008.jpg
blackaddR
01-20-2011, 03:48 PM
i do think windows, offices, doors, rooms etc do need to be included upon finishing for detail ;)
m0535
01-20-2011, 04:09 PM
some of the ramps look pretty steep
http://img821.imageshack.us/img821/3466/cspoilrig2beta0008.jpg
>>will be hard to aim because of displacement...
Vainglory
01-20-2011, 04:13 PM
Anyone know where I can get an oil drill model?
Screens are looking great. Can't wait to play this map @ b1.05, gj man
wHEElEr
01-20-2011, 06:16 PM
vain, check ur pm and hit me up on steam when u get the chance.
the map is absolutely lovely, got a few ideas for it tho :)
Vainglory
01-21-2011, 12:44 AM
vain, check ur pm and hit me up on steam when u get the chance.
the map is absolutely lovely, got a few ideas for it tho :)
Hey wheeler check your inbox. I added you.
Vainglory
01-21-2011, 04:45 PM
What else should I add to this room?
http://img255.imageshack.us/img255/1273/sdsadsd.th.jpg (http://img255.imageshack.us/i/sdsadsd.jpg/)http://img87.imageshack.us/img87/107/fffflc.th.jpg (http://img87.imageshack.us/i/fffflc.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
cryeR
01-21-2011, 07:22 PM
inspire yourself http://www.youtube.com/watch?v=6C0alZFxk_Q
blackaddR
01-21-2011, 08:12 PM
pipes and valves ;) (as discussed on steam)
Diablorunner
01-21-2011, 11:21 PM
~Part 1 http://www.youtube.com/watch?v=6h28wfcqdpk&feature=related
~Part 2 http://www.youtube.com/watch?v=v7GzJR0XD5Y&feature=related
~Part 3 http://www.youtube.com/watch?v=o_FQ_LPUyfE&feature=related
~Part 4 http://www.youtube.com/watch?v=sw1cVRBhib8&feature=related
Some glimpses from worlds tallest oil platform, Troll (is actually the name). 1500 feet tall, with a depth reaching over 900 feet/300 meters down to the sea bed (ofc counting from water surface). Just jump a bit forward on the display bar when you notice its getting to chatty and off-topic every now and then. Its not much but fingers crossed this can help you just a little with those oil platform environments.
-------------------- --------------------- ---------------------
Look at 1.6 de_nuke, concept at upper bombspot with all the thin bars and pipes hanging above and across the bombspot. Perhaps you can do something simulair but with a pretty much genuine oil rig touch, wich in this case should include "pipelineclimbing" the walls aswell ofc, find a nice balance there, its hard but imagionation is on your side (thick sturdy pipelines, etc). One concept i had in mind aswell is installing a grill on the floor where you can sneak through it from SOME certain angles without overdo anything, keep a competitive balance with this but still creative isnt easy as mentioned, sometimes less is more and sometimes you simply need more additions as stimulating tool and variations... ye u know the drill.
downbad
01-22-2011, 01:21 AM
Add parts where the footsteps sound like the metal floors in lower bombsite on nuke. This can add another dimension to the strategies in this map. Sry I haven't played your map yet but my gfx card shit out on me (damn dust!).
Diablorunner
01-22-2011, 01:29 AM
A medium large-sized grill (not to big *loL*) or some smaller OasisLike ones would fit best beneth the mill/tuscan -influenced bombspot imo. Make 1 or 2 small broken openings in it where you can throw some flashes/HE's or whatever. And make sure the sunlight penetrates that cellarfloor space mixed with all the grill shadows.
blackaddR
01-22-2011, 07:35 AM
I think i've fixed the helipad texture and the decal to go with it. Message me on steam, Vain'.
Vainglory
01-22-2011, 12:27 PM
Look what blackaddR made for me! :D
http://img132.imageshack.us/img132/9236/helipad.th.jpg (http://img132.imageshack.us/i/helipad.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
blackaddR
01-22-2011, 12:36 PM
think it might want to be the other way round ;) are the railings still there? can't see them in that pic
Vainglory
01-23-2011, 10:53 PM
Not gonna be released before 1.05 release date. Sorry.
Hi Vain, in the first picture, the side entrance to bombsite doesn't look right (to me)- what about making it more "unplanned"? I mean, who would make such entrance there?
But nice map!
Vainglory
01-24-2011, 02:32 PM
What bombsite? Please be more specific.
Sorry.
http://img255.imageshack.us/img255/1273/sdsadsd.jpg
This picture you posted earlier. Or is it not a bombsite? There is number 2 on layout, isn't there?
Vainglory
01-24-2011, 02:37 PM
Ohhh... What side entrance?
The smaller one on the left.
Vainglory
01-24-2011, 03:18 PM
Ok, now what do you mean by unplanned?
I must look like an idiot now...
Unplanned. Look at Dust2, at the hole between mid and B. Imagine being the one who build that village. It's obvious you didn't plan that. Something like that- maybe you could add a crumbled wall.
Or just forget about it and pretend I said nothing.
Oh, BTW, I recommend http://www.johnsto.co.uk/blog/
Vainglory
01-24-2011, 08:05 PM
Hmm, I don't know if a crumbled wall would work, being that an oilrig is made of metal. XD
maybe walls are rusted through? don't think oilrigs are made of stainless steel ;)
blackaddR
01-25-2011, 06:08 AM
i do plan on adding rust detail to the walls and there are concrete walls on the out side of the oil-rig. If you want to know the basic idea behind this map, look at the textures from 1.6 oilrig - textures will based on those but made to suit the source engine.
Vainglory
01-25-2011, 10:04 AM
It's gonna be sexy.
blackaddR
01-26-2011, 06:45 AM
Check your inbox, Vain'.
Vainglory
01-26-2011, 03:59 PM
Check out three of the wall textures black made for me! They're all stacked.
What do you guys think? I like them.
Thanks black!
http://img337.imageshack.us/img337/279/72653373.th.jpg (http://img337.imageshack.us/i/72653373.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
--- Update ---
Oh, and you can also see the floor texture he made too.
MaveN
01-26-2011, 04:07 PM
i wanna test. msg pls
Vainglory
01-26-2011, 04:20 PM
test what? the map or the textures?
m0535
01-26-2011, 04:28 PM
looks a bit comic/not really realistic(hope you know what i mean, im german..) and reminds me of borderlands in a good way ;)
Vainglory
01-26-2011, 04:39 PM
looks a bit comic/not really realistic(hope you know what i mean, im german..) and reminds me of borderlands in a good way ;)
Ya, I see what you mean. I think it's the bolts, the outlines of them might be a little too thick.
Nice textures blackaddR. Yea, it does look like Borderlands.
Rusty rusty rusty.
MaveN
01-26-2011, 04:52 PM
test what? the map or the textures?
map
Vainglory
01-26-2011, 05:06 PM
map
I actually can't. The one in the screen shot I'm starting it from scratch specifically for the textures and It's not even ready for anyone to play. The one I sent out to people, I've added on and I don't really want anyone to play that.
Sorry.
MaveN
01-26-2011, 05:29 PM
no problem. i'm just the man for neutral decisions and feedback
juz call meh
blackaddR
01-26-2011, 05:56 PM
some alterations do need to be made, as i've discovered..
blackaddR
01-26-2011, 08:27 PM
I need you guys, your opinion on these corrugated floor textures. Too much rust? i wanted to add a bit of colour, seeing as it has been mentioned there isn't enough in the stock maps ;)
http://img29.imageshack.us/img29/6641/cspoilrig20001.jpg (http://img29.imageshack.us/i/cspoilrig20001.jpg/)
downbad
01-26-2011, 08:46 PM
maybe a little less rust, and those are usually staggered rectangles, not squares like tiles
hxcguitarist
01-26-2011, 09:09 PM
maybe a little less rust, and those are usually staggered rectangles, not squares like tiles
Agreed. Just a little less rust. How about salt build up (I dunno haha)?
why is imageshack so shitty
it used to be dope, nowadays you have to click an image like 100 fucking times for it to zoom in completely, and you get 10 ads each time you do it
everyone should just man the fuck up and use dropbox imo
anyways on topic I find both textures to be p. awesome, granted I'm really easy to please when it comes to those things
Actually I say it's enough rust. IMHO leave as is.
Vainglory
01-26-2011, 11:43 PM
why is imageshack so shitty
it used to be dope, nowadays you have to click an image like 100 fucking times for it to zoom in completely, and you get 10 ads each time you do it
everyone should just man the fuck up and use dropbox imo
Right click; view image?
n69ky
01-27-2011, 01:57 AM
THIS FLOOR IS PERFECT THO !!! :e
but the wall texture needs some "tweak"
wHEElEr
01-27-2011, 03:43 AM
the ground looks great, werk more on the walls and the environment :X
blackaddR
01-27-2011, 07:36 AM
http://img407.imageshack.us/g/cspoilrig20004.jpg/
I've staggered the floor platforms - Let me know what you think.
Also, let me know what you think of the ramp textures. Thanks
n69ky
01-27-2011, 07:46 AM
the floor looks awesome :)
the ramp is not bad man, but it is a bit boring :D i'd prefer something like this http://www.autoshippingfinder.com/vehicle-shipping-gallery/transport-ramp.jpg
downbad
01-27-2011, 09:34 AM
yep, floor looks great!
Just looked at the layout again, and I'm wondering how much of bombsite 1 will be open to the water? Could be really interesting if you can see parts of it from CT spawn (although perhaps difficult to balance).
Vainglory
01-27-2011, 10:49 AM
No, you can't see either bombsite looking over any water. I made sure of that.
Diablorunner
01-27-2011, 06:57 PM
What else should I add to this room?
http://img255.imageshack.us/img255/1273/sdsadsd.th.jpg (http://img255.imageshack.us/i/sdsadsd.jpg/)http://img87.imageshack.us/img87/107/fffflc.th.jpg (http://img87.imageshack.us/i/fffflc.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
You can place a thick and sturdy pipeline near the corner (consequently a bit lower before it is reaching near the roof as its eventually merging with the main system pipeline patterns) to match it with a pretty difficult jump from the rail. A jump something simular with that much discussed "inferno jump" from rail to box or something simuliar with the "red rock jump" on nuke. Place a box or just an *olirig-themed* object below it to reduce the fall dmg, just in case if you miss the tricky jump.
--- Update ---
...and speaking about pipelines, perhaps at some places and in some parts you can add an inside crouching option. Withiout turning it into a "mazy affair".
blackaddR
01-27-2011, 07:40 PM
Just for you n69ky ;)
Let me know what you guys think. I have got a feeling there maybe a little too much rust :) haha
http://img26.imageshack.us/g/cspoilrig20009.jpg/
downbad
01-27-2011, 07:49 PM
dont go too crazy with the rust. Oil rigs are made with galvanized steel/aluminum and almost everything painted. That metal in nooky's pic doesnt rust.
ETA:
thats if you're trying to be somewhat realistic.
Too much rust, do not like.
blackaddR
01-27-2011, 08:57 PM
dont go too crazy with the rust. Oil rigs are made with galvanized steel/aluminum and almost everything painted. That metal in nooky's pic doesnt rust.
ETA:
thats if you're trying to be somewhat realistic.
Being a mechanical engineer myself, i'm aware of what rusts ;) tbh, the pictures of the ramps - i made look rusty to see the blend of the floor to the ramp.
How about this then?
http://img42.imageshack.us/g/cspoilrig20013.jpg/
About the ETA on map completion - depends on Vain' wanting nothing but custom textures.
About the ETA on map completion - depends on Vain' wanting nothing but custom textures.Release the map before completing the texturing imo, I think it would benefit from playtesting.
Vainglory
01-27-2011, 10:26 PM
Release the map before completing the texturing imo, I think it would benefit from playtesting.
I already released the map for playtesting. I sent out the map to 16 people. Fixed and added almost everything they wanted. Gonna release this one for playtesting when textures are finished. I can still tweak it afterwords for other stuff.
--- Update ---
Oh, and the ramp with less rust looks great, black.
downbad
01-27-2011, 11:00 PM
Being a mechanical engineer myself, i'm aware of what rusts ;)
And then you make it rust ;)
Diablorunner
01-27-2011, 11:59 PM
But it's an abandoned oilrig ? ;) poor maintance.
Ik liek dies maap. Huge potentialES.
Vainglory
01-28-2011, 12:59 AM
Ik liek dies maap. Huge potentialES.
Thank you! ^_^
n69ky
01-28-2011, 01:57 AM
okay black i think the rust ist good in the second picture.
for the mapper i have this idea:
red are 3 "beams" or something , just to break the repetive :O
http://img191.imageshack.us/img191/723/pr7889820.jpg
in the "non"rusty picture you could do left and right a beam ^^
just a idea-..
---------
edit:
the rust you see on stainless steel is metallic dust or something which rusts, doesnt mean the metal is damaged just because there is rust :P
Diablorunner
01-28-2011, 02:43 AM
Usually like 75%-80% (or something) of the rust is primary located where the steel disks connects,- around the tiny gap along the edges? consequently irregular lines where the rain or other moisture gathers the most and for longest time.
--- Update ---
almost like a camoflague pattern but more sharper and thinner lines (but sometimes still irregular) usually along the steel disk edges....hmm I dont know how to explain this better.
blackaddR
01-28-2011, 05:02 AM
so what we saying?
-ramps with rust? or
-ramps without (2nd set of pics)
-both?
I like beam idea. A shame mine and vain's time zones are completely opposite :(
n69ky
01-28-2011, 05:08 AM
w/o rust especialy ramps should be rustfree because there practically never is water ;)
blackaddR
01-28-2011, 01:22 PM
Ok i've got 2 versions in which i hope is included within the map. The normal metal one (i've decreased the rust slightly) and a chipped away, green painted one. Let me know what you think. Your opinions really do matter.
http://img819.imageshack.us/g/cspoilrig20016.jpg/
Vainglory
01-28-2011, 01:27 PM
That's quite a lot of green on the green one.
I don't even know where I'd put it...
blackaddR
01-28-2011, 01:30 PM
its only a lot of green because of the huge wide open area of floor. I was thinking more along the lines of suiting it around B or A storage etc.
wHEElEr
01-28-2011, 01:33 PM
desaturdate it about 1200% :p
n69ky
01-28-2011, 02:23 PM
what scale are this textures in game? :E
Vainglory
01-28-2011, 02:43 PM
I think they're all 512x512
cryeR
01-28-2011, 06:22 PM
Ok i've got 2 versions in which i hope is included within the map. The normal metal one (i've decreased the rust slightly) and a chipped away, green painted one. Let me know what you think. Your opinions really do matter.
http://img819.imageshack.us/g/cspoilrig20016.jpg/
make them look more used like this http://img708.imageshack.us/img708/2075/cspforge0000.jpg
blackaddR
01-28-2011, 06:50 PM
there is an indoor set and an outside set, the outside has rust, and obviously indoor is w/o. i don't really want to make them all 'used and abused' like valve's. trying to keep it a bit 1.6 originated, even though i despise against it ;)
blackaddR
01-29-2011, 09:45 AM
What do you guys think about this for the 64x64 crate (boxes around the map) textures?
http://img573.imageshack.us/img573/2503/boxac.jpg (http://img573.imageshack.us/i/boxac.jpg/)
*still WiP*
Vainglory
01-29-2011, 09:57 AM
Oh man, I love it! Can't wait to use!
Just noticed the PM with the map download in it Vainglory, looks pretty good so far. The sniper lane down the middle actually looks like it'll work quite well. I'll try and come up with some more useful feedback later, if I can think of some.
blackaddR
01-29-2011, 10:15 PM
Well, been spending alot of tiring hours trying to get these too look right. The link below shows some of the textures that are likely to be in the map build up. Please let me know of your thoughts on the textures and your opinions/suggestions to improve upon them. *Note* the boxes are the standard 64x64 boxes that will appear around the map. Thanks.
http://img52.imageshack.us/g/cspoilrig240000.jpg/
m0535
01-30-2011, 08:27 AM
single crates look great but you need to make them stack(?) better so you can see where a new crate begins when having multiple crates in a row..
blackaddR
01-30-2011, 08:30 AM
they will be stacked. They are just examples of the boxes. Do not worry about that fine detail ;)
Vainglory
01-30-2011, 09:56 AM
Wow, a lot of your textures are missing O.o
blackaddR
02-01-2011, 02:45 PM
recent update*
started to re-do the boxes:
http://img137.imageshack.us/img137/6969/newbox.jpg (http://img137.imageshack.us/i/newbox.jpg/)
Let me know what you think (still work in progress).
Note* All textures are made from scratch.
smartin
02-01-2011, 09:57 PM
british_petroleum
sign me up for playtesting!
Improved
02-02-2011, 07:13 AM
recent update*
started to re-do the boxes:
http://img137.imageshack.us/img137/6969/newbox.jpg
Let me know what you think (still work in progress).
Note* All textures are made from scratch.
Why dont u apply for the texture artist position for CSP?
MaveN
02-02-2011, 08:06 AM
Why dont u apply for the texture artist position for CSP?
look at the texture. thats why
TUROcKdev
02-02-2011, 08:22 AM
the image resolution is to small or the box is to big ;) dont know whats better :D
blackaddR
02-02-2011, 09:18 AM
Why dont u apply for the texture artist position for CSP?
Who says i haven't?
look at the texture. thats why
Never seen galvenised metal before?... I know some Germans are arrogant, as a general rule, but please get a hint from the Work In Progress bit.
the image resolution is to small or the box is to big ;) dont know whats better :D
You can adjust the size to fit the box models :)
m0535
02-02-2011, 10:01 AM
Never seen galvenised metal before?... I know some Germans are arrogant, as a general rule, but please get a hint from the Work In Progress bit.
don't get racist I'm german, too and super kind! :(
blackaddR
02-02-2011, 10:08 AM
don't get racist I'm german, too and super kind! :(
I apologise, i'm not racist and i don't hate Germans, but it was an arrogant comment made.
MaveN
02-02-2011, 10:27 AM
I apologise, i'm not racist and i don't hate Germans, but it was an arrogant comment made.
i'm not "arrogant as a general rule"
just that you know that
blackaddR
02-02-2011, 10:32 AM
Please..let's not have an international dispute on the internet...
Anyway to update those who are trial testing the map, you should be getting an update soon.
Improved
02-02-2011, 12:51 PM
Talk about talking compliments the wrong way, seems someone needs to lighten up. And good for you that have you applied for the texture artist spot, I genuine think you have potential.
And btw, dont get all defensive, ANY kind of critisms is good critisms, thats how you improve, like, there is no such thing as bad press because everything can be turned around to something positive. And I would assume that the CSP team need people who are able to take any kind of critisism, even the non so productive type.
It's how you deal with it.
blackaddR
02-02-2011, 01:19 PM
Please don't get me wrong :) i'm open to all types of criticism. 'tis why i put up images to let people tell me what needs improving.
Sorry for giving off the wrong impressions ;)
P.s
Thanks the compliment.
Vainglory
02-04-2011, 05:11 PM
Moved into new house and just got internet turned on. Gonna start working on the map again!
Sweet, should we expect a new build anytime soon?
Vainglory
02-05-2011, 11:49 PM
Sweet, should we expect a new build anytime soon?
I'm currently working on the map right now. I'd say I'm about 75% done with the brushwork. Textures are at 1%. I might be able to have the next build out by the end of this month.
--- Update ---
I've made some pretty significant changes, the entire map is pretty much leveled out besides 48 units between each ground level (looks and feels great on 1.05.) I still need to work on some minor details in the brushwork "area," but after that I should be 100% and will be able to move on to textures.
blackaddR
02-06-2011, 01:17 AM
lol vain', textures are at 35% Its hard when i haven't got a map to test the textures on ;)
Vainglory
02-06-2011, 10:07 AM
No, I meant applying the textures.
blackaddR
02-06-2011, 03:46 PM
Just a quick update. List some improvements if you would:
http://img683.imageshack.us/img683/8553/likeb.jpg (http://img683.imageshack.us/i/likeb.jpg/)
http://img824.imageshack.us/img824/8615/likef.jpg (http://img824.imageshack.us/i/likef.jpg/)
m0535
02-06-2011, 05:05 PM
your stripes suck, doesnt fit right and look comic-like
blackaddR
02-06-2011, 05:27 PM
Forget the weird girl in the back ground, but i think it looks ok on the first pic. I hadn't added any detail on the 2nd (WiP).
http://cache2.asset-cache.net/xc/89901273.jpg?v=1&c=IWSAsset&k=2&d=B53F616F4B95E55386F3D701B90351DF1216EC1B8315B37A 3A26656FCAFCB2CBE30A760B0D811297
n69ky
02-07-2011, 07:58 AM
cant see
blackaddR
02-08-2011, 08:58 AM
really? its right there?
http://img683.imageshack.us/img683/8553/likeb.jpg
http://img824.imageshack.us/img824/8615/likef.jpg
Diablorunner
02-08-2011, 09:27 AM
grrrt wrk blckddR!
blackaddR
02-08-2011, 09:53 AM
littlest of little peaks:
http://img545.imageshack.us/img545/3594/cspoilrig2140000.jpg (http://img545.imageshack.us/i/cspoilrig2140000.jpg/)
http://img545.imageshack.us/i/cspoilrig2140000.jpg/
blackaddR
02-10-2011, 05:25 PM
I think this map has been cancelled...lol
Diablorunner
02-10-2011, 06:35 PM
why !s d47 ?
I think this map has been cancelled...lol
Ummmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm... rry?
blackaddR
02-10-2011, 06:43 PM
Vainglory, whom is making the map, has decided to remove me from steam, but before doing so, hadn't really spent time doing work on the map anyway....lol I might try and attempt to do this map myself, however. I didn't make all these custom textures for no f***ing reason..
Improved
02-10-2011, 07:46 PM
I would be happy to work with you blackaddR.
Who am I?
I started mapping around 2001, made several aim/fy maps back then but never published them, they were only made to play with friends. That soon changed when I started playing in a really good cs community. I was part of that community for around 5 years until it closed down. Throughout my stay there I made serveral defusion maps for cs1.6/cs:cz. Some maps are still played in other cs communities, my work include de_alegro, de_mjolby_remake, de_rush and de_valpo.
If you are interested in working together, let me know. Either send me a pm or answer in this thread.
Don't have time to post screenshots but what I can do is give you the link to my mappack.
Download: Pirogen Productions Mappack (http://www.speedyshare.com/files/26794243/Pirogen_Productions_Mappack.zip)
Waiting for your answer.
blackaddR
02-11-2011, 01:26 PM
Check your PMs' mate :)
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