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oc_canalsystem - Work in Progress
Posted: Fri Sep 04, 2009 12:51 am
by Xoom3r
I've finished the spawn area of the map.
Take a look at it, it's the parking lot of an abandoned building.
From that old building, there is a door which is leading to a lower level.

Posted: Fri Sep 04, 2009 12:57 am
by fug4life
Posted: Fri Sep 04, 2009 1:02 am
by [FTA]c0m4ndo45
fug4life wrote:
An extensive comment indeed! lol
Good start!
Posted: Fri Sep 04, 2009 2:01 am
by RocketRunner
Wait, this looks a little familiar.
Then again, it kinda reminds me of that Gmod Zombie Survival map.
Posted: Fri Sep 04, 2009 3:12 am
by Mr. Someguy
If I may make a few suggestions:
The vehicles present aren't making sense. The Van, maybe. But why is there a Towtruck at an old warehouse? And most of all, the Tanker. It has no room to turn around. So why is it there?
Also: You should add some vents, or air conditioners, to the top of the buildings. Maybe some electrical wires too.
Posted: Fri Sep 04, 2009 4:48 am
by Mr. Someguy
And, if I may:

Posted: Fri Sep 04, 2009 11:18 am
by Xoom3r
Here, as you asked.. even more than you asked.
One problem though, how do i remove that "Shiny" look on those windows?
I mean, it's only shows in dark areas.. Gordons weapons are also like that in the dark.. I just need to place env_cubemap entities? or i need to lit the map up?

Posted: Fri Sep 04, 2009 12:49 pm
by Xoom3r
Canal system beginning.

Posted: Fri Sep 04, 2009 12:51 pm
by destiny
what is that npc doing with that table?
Posted: Fri Sep 04, 2009 12:55 pm
by JerC
destiny wrote:what is that npc doing with that table?
I guess hes doing sport.
Posted: Fri Sep 04, 2009 1:28 pm
by Blues
Place env_cubemap entities and build the cubemaps in-game by typing "buildcubemaps" in the console.
Posted: Fri Sep 04, 2009 1:44 pm
by Xoom3r
Cool thanks.
Posted: Fri Sep 04, 2009 1:51 pm
by Blues
Be sure to place one right in front of the 3 windows so the glass will reflect the environment as exactly as possible.
Posted: Fri Sep 04, 2009 3:04 pm
by Xoom3r
Posted: Fri Sep 04, 2009 3:23 pm
by fug4life
I laughed my arse of at the citizen cowering behind the table, nice use of scripted sequences. I think stuff like that really gives a nice touch to maps.
I'm looking forward to your work. Any plans on tidying up the last two maps? I dont wanna break your concentration whilst your on a role with this one.
Oh and sky box looks good and so does map detail.