Dead Men Walking

Forum Archive 2023 => Counter-Strike: Source => Games of old that no longer float our boat........ => dMw Gaming => Gaming Archive => CS Mapping & Modelling => Topic started by: FBG on April 30, 2003, 09:57:28 AM

Title: 4th map idea
Post by: FBG on April 30, 2003, 09:57:28 AM
Well just so you know i haven't been very productive at work, ive been sketching out the odd idea for a map i have in mind. The idea is a ski cable car at the top of a mountain. I have 2 ideas for starting positions, but i'll keep those underhoods for the mean time.

I think hostage rescue is probably the more likely situation. Though a defuse map might also work.

Just wondering though if any one has any decent photos of such a building? ive looked on the internet through google but its actually quite hard to find one.
http://www.alpenregion.ch/pictures/gal_20.jpg (http://www.alpenregion.ch/pictures/gal_20.jpg)
thats about the best piccy yet. But i want to know what the layout would be like. I have ideas but haven't ever been skiing, yet.

currently i have in mind.

ski lift landing zone.
(behind) ski lift mahinery room
(to right) stairs upto main floor

(main floor)
windows along bottom edge
viewing pod on bottom right
doors to cafe on left
doors outside on top edge
various bits of tourist information, toilets etc etc

(cafe)
a cafe funnily enough
more windows looking outside
High viewing tower that looks out over all the playing area.
kitchen for cafe and more toilets

extra buildings outside would be
ski school
mountain rescue
vehicle shed
maybe a helicopter pad.
Seating area for skiers.
and maybe a ski slope downwards. This would be the hossie rescue route. maybe.

i currently have shear drops down most of the edges of buildings but will probably put in utility walk ways around some of these.

Im currently thinking of drawing up 2 areas and createing maybe 2 main routes into each area with a third more advantageous yet dangerous one.


Oh and something really obvious that escaped me was that the units used in hammer are inchs, so the default player is 72 units by 32, that makes a 6ft tall person, probably with a pot belly.
Title: 4th map idea
Post by: Dr Sadako on April 30, 2003, 10:07:12 AM
Have a look at the map cs_alpin. You might find inspiration, textures etc.
Title: 4th map idea
Post by: Gh0st Face Killah on April 30, 2003, 10:50:56 AM
I seem to remember bloefeld had a similar thing as the base for one of the James bond movies. That could be worth a look for inspiration.
Title: 4th map idea
Post by: Dr Sadako on April 30, 2003, 10:55:56 AM
QuoteI seem to remember bloefeld had a similar thing as the base for one of the James bond movies. That could be worth a look for inspiration.

On Her Majesty's Secret Service
Title: 4th map idea
Post by: Gh0st Face Killah on April 30, 2003, 11:09:31 AM
(http://www.snowshark.org/Interlaken/ZschilthornCp650.jpg)

More piccies from this (http://www.schilthorn.ch/) site
Title: 4th map idea
Post by: FBG on April 30, 2003, 11:34:37 AM
cheers gfk exactly what i was kinda wanting. Yeah the james bond theme tune might make an appearance, lol.
Title: 4th map idea
Post by: suicidal_monkey on April 30, 2003, 02:42:08 PM
if its defuse you could use the premise that they want to
A) cause an avalanche (top of mountain)
B) take out the foundations of the skilift/building at the top
Title: 4th map idea
Post by: smilodon on April 30, 2003, 07:34:28 PM
If you can 'ahem' aquire a copy of Return to Castle Wolfenstein there's a cable car level you could walk around. Probably not worth buy though just for that, but there might be some sound files worth nabbing?.

Where Eagles Dare (Richard Burton, Clint Eastwood) also has a good war time cable car sequence. Not modern but lots of shots of the cable car mechanics etc.
Title: 4th map idea
Post by: Anonymous on April 30, 2003, 10:07:56 PM
QuoteIf you can 'ahem' aquire a copy of Return to Castle Wolfenstein there's a cable car level you could walk around
The map in RTCW is MP_TRAM (Tram Siege). The Allies start at the bottom of a winding mountain; the Axis are at the top, and a tram connects the two, with a central tower between them. Two cars alternate back and forth with a small delay the whole time. The Allies must penetrate the uppermost building by dynamiting some passages, retrieve some documents, and then take them to the radio room in order to achieve their primary objectives. If you ignore the dynamite bit and replace documents with hossies, replacing buildings with more modern ones, well hope it gives you a few ideas.
(http://www.gamer.no/bilder/spill/return_wolfenstein/rtcw4.jpg)(http://www.provinggrounds.com/images/maps/rtcwdm/mp_tram_l.jpg)
More Screenies and infohttp://www.wolfensteinresource.com/ops/tram.htm (http://www.wolfensteinresource.com/ops/tram.htm)
Title: 4th map idea
Post by: Signal on April 30, 2003, 10:09:11 PM
:oops: I really must remember to log in :oops:
Title: 4th map idea
Post by: FBG on April 30, 2003, 11:34:37 PM
cooo

well its an idea. like the visuals, i think i'll stick with snow, but a night time map might be cool
Title: 4th map idea
Post by: Signal on May 01, 2003, 08:51:19 AM
Aye it looks a bit dark in the screenies but plays a lot lighter, and although they don't show it that well there is an expanse of snow between the castle at the top and the cable cars at the bottom, which you can cross without the cable car, there's an approach up one edge with little shack at the top for sniping :snipersmile: and along the middle underneath the cable cars. In my infinite wisdom I think I managed to choose the only two screen shots severely lacking in snow :roll:  :oops:
Title: 4th map idea
Post by: A Twig on May 01, 2003, 06:57:08 PM
There's a similar level in Project:IGI is there not? That was an excellent laugh, but you started in the cable car, travelled up and thus go into the enemy base...
Title: 4th map idea
Post by: A Twig on May 02, 2003, 05:55:24 PM
As with Smite, I've got the mapping bug again, I'll have a play at making this map, dunno wuite how I'm gonna do the cable cars, scripting aint my strongpoint, but I'll have a play and keep you all updated. I'll post a plan first so peeps can let me know what they think!
Title: 4th map idea
Post by: A Twig on May 03, 2003, 12:20:59 PM
Ok, I think I've sussed the cable cars, isnt quite what I intended, but I think it should work. Ill Put a box round it and test it and take some creenies, then put them up.
Title: 4th map idea
Post by: A Twig on May 03, 2003, 02:11:19 PM
Ok, here we are then. I haven't textured it all properly yet, but I now have working cable cars. The map has deviated slightly from its initial concept, and is now a sort of mountainous canyon thing with a central island accessible by cable car.
Here are the pictures,
Firstly, view of cable car 1 from cable car control room.

http://www.parishofbisleyandwestend.com/ca...blecar_room.JPG (http://www.parishofbisleyandwestend.com/cablecar_room.JPG)

Then, the view of the cable car at its start position from the central island,

http://www.parishofbisleyandwestend.com/ca...car_journey.JPG (http://www.parishofbisleyandwestend.com/cablecar_journey.JPG)

Finally, a panned out wiew of the central island itself. The Bottom of the gorge will be filled with water, allowing people to swin to the central island as wel as take a cable car. Also at some point Ill put a tunnel in, and make a series of underwater rooms and possibly even an underwater bomb site!

http://www.parishofbisleyandwestend.com/ce...tral_island.JPG (http://www.parishofbisleyandwestend.com/central_island.JPG)

At the moment everything is textured as brick and stone, apart from cable car 1 obviously, but one I have finished the bulk of the map, I'll texture it.

Oh and before anyone points it out, I ripped the cable car set up and scripting from a tfc map, and credit must go to its creator (Metin Hasan (Xizor). His original map can be downloaded from all over the web, and is called cablesTFC. His site is http://www.xizor.demon.co.uk (http://www.xizor.demon.co.uk)

Right, that's me legally covered! Feed back anyone????
Title: 4th map idea
Post by: A Twig on May 04, 2003, 12:09:24 PM
Oi, need feedback! And how do people think it should be textured? I could go for a grand canyon style look? Or perhaps a snowy glacier type thing?
Title: 4th map idea
Post by: Doorman on May 04, 2003, 12:14:18 PM
Snowy glacier type thing.
Title: 4th map idea
Post by: brass on May 04, 2003, 05:58:17 PM
You look as though you are going along just fine. I would agree with Doorman about the snowy glacier thing! I think it would give a better contrast for the cable cars unless you decide to texture them a light colour. Keep going Twig. 8)
Title: 4th map idea
Post by: FBG on May 04, 2003, 06:24:07 PM
can you point me to the script you used for the cable cars please. i'll be looking to do something similar.

go with the canyon idea, that sounds quite original.
Title: 4th map idea
Post by: A Twig on May 04, 2003, 06:33:25 PM
Erm, I basically ripped that from an existing map as I detailed in my post above, however, from what I can gather basically you set up the cablecar as func_train, use then assumng it is travelling in a straight line, simply put a path_corner tool entity at its destination, and then tie a button to it to operate it. If not, use the path tool..

With the Path Tool selected...

Hold Shift and the left mouse button, and drag a line in a 2D view. This creates the first two path points.

A dialog box will pop up where you can set the name of the path, the path direction (one way, circular, or ping-pong), and the entity type (typically path_corner or path_track).

To add new points to the path, click on one of the existing path points, hold Ctrl and drag with the left mouse button. Do this as needed until you have your path complete.

Then, from what I can see, as long as the func_train is on the start of the path, that should be it. If you have any problems, let me know, and Ill try and get some more detail. You should be able to choose the pathway in the options for the func_train entity properties.
Title: 4th map idea
Post by: A Twig on May 04, 2003, 06:41:30 PM
I thought having the control button in a seperate room to the cablecar makes it more interesting tactically, as it means at least one peson has to stay behind. If you're very quick you can just about make it into the car, otherwise its a long swim....  :D
Title: 4th map idea
Post by: FBG on May 04, 2003, 07:50:35 PM
cheers,

anyway heres my first screeny,

http://www.emile-swain.co.uk/images/cs_map...sky_line_01.jpg (http://www.emile-swain.co.uk/images/cs_mapping/cs_sky_line_01.jpg)
and a second one

http://www.emile-swain.co.uk/images/cs_map...sky_line_02.jpg (http://www.emile-swain.co.uk/images/cs_mapping/cs_sky_line_02.jpg)

just added the sky texture which is why its so bright.
Title: 4th map idea
Post by: A Twig on May 04, 2003, 07:53:02 PM
Right, a somewhat boringly textured beta version will be released tomorrow purely as a gameplay test, so I can make any necessary changes before texturng it all. Any spare servers going, and any volunteers for playtesting????
Title: 4th map idea
Post by: smite on May 04, 2003, 08:47:59 PM
Quotecheers,

anyway heres my first screeny,

http://www.emile-swain.co.uk/images/cs_map...sky_line_01.jpg (http://www.emile-swain.co.uk/images/cs_mapping/cs_sky_line_01.jpg)
and a second one

http://www.emile-swain.co.uk/images/cs_map...sky_line_02.jpg (http://www.emile-swain.co.uk/images/cs_mapping/cs_sky_line_02.jpg)

just added the sky texture which is why its so bright.

Nice looking FBG :D
Title: 4th map idea
Post by: Anonymous on May 04, 2003, 09:07:31 PM
QuoteRight, a somewhat boringly textured beta version will be released tomorrow purely as a gameplay test, so I can make any necessary changes before texturng it all. Any spare servers going, and any volunteers for playtesting????
Don't have a problem if you wanna put it on mine (blueball.deadmen.co.uk:27015)

My FTP server is being a bit awkward in that it only seems to want to let some people connect while others cannot so if you upload a zip file or email it to me (button below) then I'll add it to the mapcycle.
Title: 4th map idea
Post by: SLoWHaND on May 04, 2003, 09:19:50 PM
Quotecheers,

anyway heres my first screeny,

http://www.emile-swain.co.uk/images/cs_map...sky_line_01.jpg (http://www.emile-swain.co.uk/images/cs_mapping/cs_sky_line_01.jpg)
and a second one

http://www.emile-swain.co.uk/images/cs_map...sky_line_02.jpg (http://www.emile-swain.co.uk/images/cs_mapping/cs_sky_line_02.jpg)

just added the sky texture which is why its so bright.

Hey they look kinda nice there flibber old son ......Top dollar what  
that cable car looks real good

SLoWHaND  :wink:
Title: 4th map idea
Post by: A Twig on May 05, 2003, 03:31:59 PM
Yeah lookin good mate. You sorted out the script stuff for it then???
Got called into work today so the beta release date is being put back, I'l let you know when its done!!!  :D
Title: 4th map idea
Post by: smite on May 05, 2003, 03:36:19 PM
i spent a couple of hours doing my ice ring last night.....doing just the ice and the barrier around it. Rounded corners are a git.
Title: 4th map idea
Post by: Dr Sadako on May 05, 2003, 03:36:34 PM
Add some falling snow and it will be sweet!
Title: 4th map idea
Post by: A Twig on May 05, 2003, 03:37:30 PM
Yeah, the HL engine and round corners do not go together! lol
Title: 4th map idea
Post by: FBG on May 05, 2003, 05:32:02 PM
remember to hit alt-p a lot, and fix your TANGOed objects. Not sure if you really need to but i HL will do it anyway when you render, so better to see what your going to get by doing it that not.

i now have a larger room on top of the ski lift entrance,
extra spawn points outside the ski lift for a full 10 aside team
and snowy rocks,

and about to start the rest of the map.

how do you set a different sky background for use?
Title: 4th map idea
Post by: FBG on May 05, 2003, 07:59:12 PM
another screen shot.

http://www.emile-swain.co.uk/images/cs_map...sky_line_03.jpg (http://www.emile-swain.co.uk/images/cs_mapping/cs_sky_line_03.jpg)
Title: 4th map idea
Post by: smite on May 05, 2003, 08:44:38 PM
Very nice flibber
You doing the textures already? does that mean its nearly finished  :D
Title: 4th map idea
Post by: FBG on May 05, 2003, 10:01:14 PM
im working on it step by step, completing each room as i go. Getting the textures right is half the battle so i figure its better to do it as you go rather than leave it till last. Plus how i imagine the textures effects the overal look i build to.

I now have, outside looking to ski lift and satalite room
lift room to corridoor
corridoor to reception room.
reception room to satalite room
reception room to upper outside are.

i haven't textured the reception room and outside yet.
I is getting excited, i haven't even put in any of the air vents or extra rooms yet.

The hardest part are the rocks and i will redo those. Its a reall bitch getting them to look natural and not break the engine. I also think it will be quite difficult getting the edge of the map to look reallistic. I have some quite high up points and want to look down over some areas.
Title: 4th map idea
Post by: A Twig on May 06, 2003, 05:20:50 PM
Sky is in the map properties. Just type in the name, there's a CS Counter-Map tutorial with all the names in, don't have a link tho...
Grass areas, they are a bugger to do properly, have to use a whole load of *FANTA* brushes to try and get a good effect.
Ok, Projected beta release for my map will be Sunday. So everybody polish up their Scout skills, as there will be a lot of sniping methinks. I'm putting in sewers to combat this atm tho...
Title: 4th map idea
Post by: FBG on May 27, 2003, 05:51:40 PM
gawd it aint half hard trying to fit both playing and mapping in with the other half! its all want want want...

Still i got a good 2 days mapping in and have improved upon the initial map. Have tidied up the rock surfaces and some of the maps, it didn't like loading 8 wad files!

Now working on the outside areas and then will look at developing a more coherant look and feel. Getting excited :-D

but dont expect anything for a while a good while yet :-(
Title: 4th map idea
Post by: Anonymous on May 27, 2003, 07:28:23 PM
Quotegawd it aint half hard trying to fit both playing and mapping in with the other half! its all want want want...

Still i got a good 2 days mapping in and have improved upon the initial map. Have tidied up the rock surfaces and some of the maps, it didn't like loading 8 wad files!

Now working on the outside areas and then will look at developing a more coherant look and feel. Getting excited :-D

but dont expect anything for a while a good while yet :-(
Remember, I'm more than happy to lob it on my server if you want folks to have a looksee and give feedback. I already have 2 test maps on there; de_cablecanyon and de_theatre so another one would be cool :-)