The map is based around a large theatre. The kind with a big stage and an orchestra pit. I was gonna add in box-seats but the fps is bad enough already. perhaps with some major tweaking or a better way of creating the seating (any ideas on that btw? my current idea isto use a simple 2-block design with a decent masked texture on it)
I cant seem to connect to my by ftp site so I'll try the lycos one. You may have to click the links as lycos dont like remote linking...
(http://members.lycos.co.uk/jamena/de_theatre/a1_mainhall.jpg)
heres the link to the pic above in case it doesnt work right http://members.lycos.co.uk/jamena/de_theat...a1_mainhall.jpg (http://members.lycos.co.uk/jamena/de_theatre/a1_mainhall.jpg)
Atm its just a layout and design exercise. Texturing being left very plain. r_speeds for wpoly dont go above 600 now, although there's not a lot of detail added yet. That big hall is gonna be a bugger whatever I do really and fps still drops (geforce2ultra 64mb) in the sort of position that screenie was taken from though. no other tweaking...
i think that there is already a theater map. but i think it was a CS map. it was on the rotation AGES ago. huge very complicated map.
did a quick search - found a cs_theatre and a cs_theater and a cs_rats_theatre. no de maps showed up though
it could be a church too :wink:
Yeah, the CS engine doesnt like big areas, so your fps are gonna rocket. If u can divide it into "rooms" somehow that would help. A corridor or a screen or something down the middle seperating it? If u have the curtain down, that makes the stage area another room, etc etc
Quoteit could be a church too :wink:
not a bad idea, and one that I started doing once as well, basing it largely on my highschool's church... Hit the same problem of a large hall with lots of chairs in it tho, ...I have seen this one church which used like big steps instead of benches. Huge semi-circular place. Nicknames the orange squeezer due to its external appearance :D
What would the premise be... the antichrist and his minions are coming to destroy the last house of god? could do a scripted ending of flames and a devil thing when the bomb goes off, or conversely a choir singing when you defused. hehehe. Might have to do something like that again :)
bah, now you've sidetracked me :?
look what ive created monster mappers eheh , im glad me brining up the subject a while ago has " refreshed " alot of you and started alot of mappers :D , just looking forward to feast on the new hl2 engine , they better have MASSIVE , and i mean MASSIVE view distances and i nice new editor to work with ;)
Cheers Chaps
Dan
Red Thunder
fear not, hl2 will allow wide open spaces :D
only problem is to create a map will require a large team of people as opposed to just one or two...if you wanna get your map well polished within the next decade ;)
Well, its on its way. most of it is the same texture hence the greyness, but I'm just kinda doing layout and stuff atm. Spawns and bombpoints are just temporary for the moment and the stairs near the current T spawn might get redone into something a little fancier-looking.
I'm thinking one bomb target under the stage and the other up in the control box atm but thats only because I havent decided what the outside of the building will be like...
I'd appreciate any comments on the layout or ideas you think might fit in it ;)
a few small screenshots
http://www.jamena.pwp.blueyonder.co.uk/fil..._theatre_01.jpg (http://www.jamena.pwp.blueyonder.co.uk/files/de_theatre/de_theatre_01.jpg)
the latest bsp file (for anyone who is willing to have a run round the map etc)
http://www.jamena.pwp.blueyonder.co.uk/fil..._theatre_a2.zip (http://www.jamena.pwp.blueyonder.co.uk/files/de_theatre/de_theatre_a2.zip)
the rmf file (for those with the Valve Hammer Editor)
http://www.jamena.pwp.blueyonder.co.uk/fil...theatre_rmf.zip (http://www.jamena.pwp.blueyonder.co.uk/files/de_theatre/de_theatre_rmf.zip)
p.s. the stage curtain was going to be open/close-able but it was becoming problematic due to buttons getting confused with eachother and stuff and as was pointed out doesnt add much to the gameplay anyway.
I might have to brighten the stage spotlights a bit and the lights in the area with the stairs, but maybe darken the seating area a little.
I'm also thinking curtaining down the sides of the main seating area, with some ropes near the overhang to act as ladders to get up there faster
Its running on my server now for those who wanna play.
dMw -> http://www.gametiger.net/search?game=all&s...3D%5BdMw%5D%3D- (http://www.gametiger.net/search?game=all&server=-%3D%5BdMw%5D%3D-)
BlueBall -> http://www.gametiger.net/search?game=all&s...server=blueball (http://www.gametiger.net/search?game=all&server=blueball)
on a server :o
theres only one spawn point per team as yet :drinking:
and the outside+other buildings/streets/underground isnt done yet (although there might not be any underground. havent decided yet)
The terrorists are gonna have to assault the whole place I think :) couple of back entrances, front entrance, and some sneaky ways in via vent into (as yet non-existant) toilets?
it's in rotation with de_cablecanyon.
Might as well make my server the development server :-)
okay, I've replaced the download with a version that has 8 spawn points per team, just in case 3 or more 8O people jump on your server to play it
same link...
www.jamena.pwp.blueyonder.co.uk/files/de_theatre/de_theatre_a2.zip (http://www.jamena.pwp.blueyonder.co.uk/files/de_theatre/de_theatre_a2.zip)
;) is the pass for your server the same as the PCS ones?
No its not its the old MH one :D
Just dloaded the map, you don;t have the mission/credits text file in the zip???
Quoteokay, I've replaced the download with a version that has 8 spawn points per team, just in case 3 or more 8O people jump on your server to play it
same link...
www.jamena.pwp.blueyonder.co.uk/files/de_theatre/de_theatre_a2.zip (http://www.jamena.pwp.blueyonder.co.uk/files/de_theatre/de_theatre_a2.zip)
;) is the pass for your server the same as the PCS ones?
New version on server. Pass is old MH password. Currently Albert, oldie and TL have admin rights. I of course am not allowed admin rights on my server :-)
That's a bloody good start of a map you got there sonny jim. 8)
Come one, own up, where'd you nick it from.
QuoteJust dloaded the map, you don;t have the mission/credits text file in the zip???
Havent got as far as thinking up a plot but currently I'm toying with this one:
"Local residents have become disgruntled with the orchestra's abysmal playing and have decided to converge on the theatre to blow it up. The Musicians have been camping out in the theatre after numerous threats were received"
Something along those lines :silly:
QuoteThat's a bloody good start of a map you got there sonny jim.
Come one, own up, where'd you nick it from
Stole it from my mind :P My biggest problems with mapping are rarely finishing the things and getting caught up trying to make one little thingwork or look right. I spent the last couple of times working on a curtain to make it open/close properly without cutting through the side of the building. I think a solution has been found but I dunno if I'm gonna bother with the curtain because when its closed the light from the (invisible) spot lights shines right through it... :D
Woohoo, the curtain is working in its test file. Still, I dunno if I'm gonna include it now :roll:
For those who are interested heres the rmf and bsp of the test map for the curtain: http://www.jamena.pwp.blueyonder.co.uk/fil...tre/curtain.zip (http://www.jamena.pwp.blueyonder.co.uk/files/de_theatre/curtain.zip)The third (controlling) button is visible so you can see it changing. The other two buttons target it, and it has an 8second reset time to avoid the curtain segments being activated halfway through an open/close cycle.
Right then, this is my (vague) proposed layout for the whole map at the moment. Outer buildings will be simple blocks textured to look like buildings. Then streets between, possibly some parked cars or street lamps. Spawn timings should be such that CT arrive at one bombsite area/choke point entry a good 5-10 seconds before the T's, and at the other one only a second or two before if both side rush properly.
Red indicates entry/exit to the theatre. orange is internal links. It's all a bit vague atm tho...
Any comments on this layout?
(http://www.jamena.pwp.blueyonder.co.uk/files/de_theatre/de_theatre_overhead.jpg)
Nice map mate ....will be excellent when its finished.
Particularly like the rotating bomb area had fun just standing on it spinning around :D
Couple of glitchy bits ...climbing ladder get caught on curtain and going down small steps to bomb area head hits roof.
Nice one mate..
Im not ready to put mine up for ridicule yet its nowhere near finished. :D
Yeah, been out today, jsu gonna have a looky round it now, I'll let u know what I think! :D
QuoteNice map mate ....will be excellent when its finished.
Particularly like the rotating bomb area had fun just standing on it spinning around :D
Couple of glitchy bits ...climbing ladder get caught on curtain and going down small steps to bomb area head hits roof.
caught on curtain? Arrr, could be the black rail thingy above the curtain actually... will check that!
I find that although your head hits the stage as you go down the ladder thats only because you actually fly over the edge and it essentially just slows you down a bit. If you didnt hit it I think you'd actually fall and lose health due to the steps being so steep?
The one other glitch I noticed which is very odd:
- if you crouch as you go up the ladder under the stage you cant get up 2 of the steps and I really dont know why. I've tried decreasing the step up from 16 units to 14 but it made no difference. I might have to add in some more clipping blocks to aid climbing the step-ladder
rotating bomb area was just a temporary indicator but I might leave it in in some capacity. Perhaps a record player? :D
another updated version.
http://www.jamena.pwp.blueyonder.co.uk/fil..._theatre_a4.zip (http://www.jamena.pwp.blueyonder.co.uk/files/de_theatre/de_theatre_a4.zip)
know issues:
1 - occasional weird behavior of ladders on the ropes by the balcony
2 - banging your head as you descend the steps in the stage (although you wont get stuck at all)
3 - getting stuck on 2 of the steps on that same ladder is crouched and trying to go up it
4 - strange lighting effects on some "curved" surfaces and the stage curtain
I'd appreciate feedback on the curtain. do I keep it or make it "always open". Same with the spot lights.
Spotlights I like, would it be possible to have a cotrol for the curtains somewhere by the stage to have them opening/closing?
Also, texturing was generally a bit grey and drab? And also, the stairs at the T spawn look a bit odd, you can't really see the top rail?
Erm, also, u have included the urinal sound files, but I couldn't find a toilet anywhere????
I regularly got rather lost, but once it is textured, it'll be easy to recognise places etc etc, so that aint a problem. seems pretty good m8, and gameplay should be fairly frantic! :D
server updated!
Quotewould it be possible to have a cotrol for the curtains somewhere by the stage to have them opening/closing?
There should be a button next to each of the ladders just behind the curtains on either side of the stage ;) I think one of them might get deleted tho.
QuoteAlso, texturing was generally a bit grey and drab?
Yup, no thought to texturing yet. Most of the map is done in 4x steel texture which is grey :)
QuoteAnd also, the stairs at the T spawn look a bit odd, you can't really see the top rail?
Thats the penalty for using a default masked texture. If I keep those stairs I will be making my own railing which would have a top rail visible from the sides as well as the top. Although currently I am toying with replacing the stairs with quarter-circle spiral staircases. They took me long enough to make right so I might use them if they dont hike the poly count too much ;)
QuoteErm, also, u have included the urinal sound files, but I couldn't find a toilet anywhere????
I think I only included the urinal/toilet model files. sm_urinal.mdl and sm_toilet.mdl in your cstrike/models/theatre dir. I havent added any custom sounds yet. Toilet blocks are accesses via doors on the ground floor near the staircases.
Hopefully the mix between tight indoor corners and the big open spaces of the main theatre (lots of chairs for cover!) and outside should work. Will have to wait for a proper playtest. The map might be ready for a decent playtest by the next version. I might try texturing some stuff by then too ;)
How is the darkness/lightness on everyones monitors/gfx-cards? I'm aiming at dusk outside with bright lighting from the spotlights and in the non-seating areas
looks good
gotta register soon :)
looking good buddy - get that texturing done and we could have a winner. the best b3ta testing will be done by 2 opposing clans, so will dMw be willing to help out on the testing front??
registered now.
sorry spam :D
Quote... so will dMw be willing to help out on the testing front??
AYE. :thumbsup:
Yeah, I like the semi-darkness inside, could be a great leveller. I meant models, dunno why I typed sounds!
Can't wait until its finished! :D
I been busy making a few textures and fancy showing them off :D
Plus I need some opinions...
Click away on the links below...
main hall from stage (http://www.jamena.pwp.blueyonder.co.uk/files/de_theatre/screenshots/de_theatre0000.jpg)
entrance hall (http://www.jamena.pwp.blueyonder.co.uk/files/de_theatre/screenshots/de_theatre0001.jpg)
balcony floor carpeting (http://www.jamena.pwp.blueyonder.co.uk/files/de_theatre/screenshots/de_theatre0002.jpg)
ground floor carpeting and stage (http://www.jamena.pwp.blueyonder.co.uk/files/de_theatre/screenshots/de_theatre0003.jpg)
ladies (http://www.jamena.pwp.blueyonder.co.uk/files/de_theatre/screenshots/de_theatre0004.jpg)
gents (http://www.jamena.pwp.blueyonder.co.uk/files/de_theatre/screenshots/de_theatre0005.jpg)
curtain (http://www.jamena.pwp.blueyonder.co.uk/files/de_theatre/screenshots/de_theatre0006.jpg)
Three things...
1. How does the brick texturing look to you?
2. Leave brick walling in the toilets or use some form of tiling?
3. Which carpetting? balcony type (http://www.jamena.pwp.blueyonder.co.uk/files/de_theatre/screenshots/de_theatre0007.jpg)or ground floor/entrance hall type (http://www.jamena.pwp.blueyonder.co.uk/files/de_theatre/screenshots/de_theatre0008.jpg)?
Brick makes it look too industrial. I think one of the wall textures from de_vegas could look good?
Balcony carpet, no contest
Oh and tiling in the toilets
Sorted
takin my advice at last then benjeh :D
next important thing is to get proper light fittings in imho
Um doors for the toilets you heard of privacy lol :)
I put doors on them at first, but it creates problems as the doors go too far intop the cubicles etc. I think I'm gonna make it look like they're all open wether with texturing or static doors.
Am working on some tiling for the toilets :)
QuoteThree things...
1. How does the brick texturing look to you?
2. Leave brick walling in the toilets or use some form of tiling?
3. Which carpetting? balcony type (http://www.jamena.pwp.blueyonder.co.uk/files/de_theatre/screenshots/de_theatre0007.jpg)or ground floor/entrance hall type (http://www.jamena.pwp.blueyonder.co.uk/files/de_theatre/screenshots/de_theatre0008.jpg)?
1. Horrible (sorry)
2. tiling please and doors (make cubicles longer to accomodate)
3. You thieving git! How did you get me poor old mum's carpet. TBH a smaller pattern might be beneficial (plain would be ok - remember de_vegas)
Right then, I'm up to the next version to show people, although the front part of the place needs quite a bit of work. Suggestions on the type of decor etc appropriate for thatres/hotels/etc would be appreciated. I have remade another ~bricky wall texture using a de_vegas texture as the template, although I am starting to think my ceiling texture might do better as a wall :)
I feel the new staircases need a mrble texture for the bannisters, although this texture might not continue on to the entrance hall walls. At the moment its using a stone texture from an nvidia pack for the front room and it looks a bit poor. Perhaps a lighter ceiling and then the current ceiling texture on the walls. I am not sure yet...
I'm up to version a6 (I didnt put a5 up for download though) and here it is: http://www.jamena.pwp.blueyonder.co.uk/fil..._theatre_a6.zip (http://www.jamena.pwp.blueyonder.co.uk/files/de_theatre/de_theatre_a6.zip)
Real nice work - love the stair cases !
Only one prob i found, dunno if its just me but one of the urinals disaprears at one angle :) and one of the door textures are weird :) [ i guess u know that :P
But should be a nice map
Dan
Red_Thunder
ah yes, I havent done any door textures and the ones that are there arent aligned right are they :oops:
Hopefully I will at some point work out how to make my own models to replace the current toilet/urinal ones which I am temporarily borrowing from cs_industrywest by gingensaver. I have access to 3dsmax but havent worked out how to do anything for CS yet.