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Fact Screenshots (Feb 4, 2006)
Well, it's Saturday 4th February, and as everyone knows, Saturday 4th February means I have to post some screenshots. It's the law.
So, here you go. A bunch of screenshots from my Counter-Strike: Source 'remake' of pa_fact. It's still not finished. There's still some way to go. The 'building' route from the original doesn't exist yet, but as of today the 'archway' bit does. The inside of the building is near completion, as is the front (CT-side) of the building. Lighting still needs a good kick in the teeth before it'll be finished.
This shows the CT side of the big anonymous building and a couple of ventilation entrances on the side. I've had to opt for using a railway track this side, since the street in the original seemed a bit lost... thich signifies quite a big change. We now have a large area offering significantly more cover than before. I may well remove some of this cover to focus more of the combat elsewhere.
I haven't actually got the ventilation entrance finished yet; the room is there, I just need to connect it to the outside world without it looking daft. The bright, glaring lights above the track will go, they're completely out of place here. The area still looks pretty flat.
The window of despair, looking straight into the internals of the building. It's very, very dark in there in some spots - decided to go for a lot of contrast to make spotting Terrorists a lot harder than it was in the original. The colour of the lights is going to change - although I think the blue looks pretty nice, everyone knows incadescent lighting should give off much warmer, yellow tones. There's also a chance the windows will be blocked off if I can't get the visibility sorted, but that's not a biggie at all.
This is the bit that has been giving me nightmares. I just couldn't find a good solution for what was originally a random platform around the back yard. It's now just a solitary shed-like platform that still doesn't quite sit right but gets the job done. Could easily change. Still needs a lighting pass and a whole heap of dirt- and junk-ification.
The Terrorist-side backyard. Same general idea as in the original map, but a bit uglier. I still need to work on this area, it's really quite bland right now and the lighting isn't helping any!
The skybox isn't looking too good in that last screenshot either. Hello big grey building!
So to conclude: it's not done yet. It's still ugly. The JPEG compression setting I used is rubbish. I made up some law for the purpose of writing an intro. Showing pretty dull, unfinished map screenshots feels about as unnverving as a Scotsman leaving his house without his kilt.
Wizard.
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user comments
Chris Brooker at 00:34 on Feb 5, 2006
Looks awsome mate. Thats one thing the official CS seem to lack...darkness. (woooo)
Love the shot through the window, some beautiful lighting in there. Good stuff.
FMPONE at 02:25 on Feb 5, 2006
I like the lighting; maybe you should try to encourage people somehow to use the nightvision, it would be an interesting gameplay aspect.
Chris Brooker at 14:23 on Feb 5, 2006
Btw, what is a pa_ map anyway?
Addicted to Morphine at 16:03 on Feb 5, 2006
I'm looking forward to you polishing this up. I'd give suggestions but I'm afraid that'd be annoying.
dave at 18:38 on Feb 5, 2006
Chris: PA stands for 'Prepared Assault' - both teams are given a set of weapons in their spawn points, rather than being able to buy them.
But I don't think I'll do that with this version of the map.
smeerkat at 19:35 on Feb 5, 2006
Please don't make dark maps just to force players to use NV goggles, whatever you do. :)
Extreme_One at 19:43 on Feb 5, 2006
Looking good!
There aren't nearly enough dark maps in CSS...
reaper47 at 18:34 on Feb 6, 2006
I'm glad you're doing a CSS map. The current set lacks some kinda "solidity", especially in the remakes. This really feels like an actual building. There is already some excellent lighting, although I agree with the changes you announced.
TheRecreator at 20:21 on Feb 7, 2006
Hey, that looks like it's going to be a great urban map. I like to create urban environments myself (not as good as you though) I'm a mapper for a mod Gangwars, it'd be awesome if you would let us include that map with our mod.
www.gangwarsmod.com
Slackiller at 05:07 on Feb 8, 2006
Map is looking great so far.
I agree that window screenshot looks very nice.
Chris Brooker at 17:04 on Feb 8, 2006
Dave, are the textures for this map mostly existing HL or CS textures? Or do you try to create new textures for the entire map?
I can see that you have used existing HL prefab models which fit in well. Have you ever created any of your own? Or are your skills with Blender fairly limited?:)
Fabian at 19:12 on Feb 8, 2006
Can't wait for the finished map. I spent hours taking out my housemates 3 against me in the original during 2003/2004. It was so frustrating for them!
Giles at 13:18 on Feb 9, 2006
Are you going to support HDR on this, or not? Seems like it would make a pretty big gameplay impact but also be very appropriate for the level of lighting you have.
I really like the view in through the window. It has a lot of mood to it. Very weird seeing a CS map that isn't bright and sunny though!
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