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Old 06-17-2007, 07:26 AM   #1
Karlos_Modder
 
 
 
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Very early Pics of cs_office_building

Here i have some very early pics of my upcoming map. I have only completed 1 map before but i think this one is my best.
Please comment i want to know what the community is looking in a map.
I will point out the obvious with what wrong with my map.

All lights are currently 255 255 255 colour
Not much final detail done to the level.
Some glitches in textures
Some areas of the map have crap lighting
I have no pics of the actual area of the upper floors as they dont exist. lol











Last edited by Karlos_Modder: 06-17-2007 at 07:28 AM.
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Old 06-17-2007, 07:29 AM   #2
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Old 06-17-2007, 12:04 PM   #3
Nicadeamas
 
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Looks cool, keep it up.
If you find out how to make the overview mini maps let me know how you did it because nothing I do works.
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Old 06-18-2007, 12:57 AM   #4
Kev_Boy
 
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Follow the tutorial here: http://developer.valvesoftware.com/wiki/Overview
That's how I got it done.

A little thing I wish to add, made your screenshot have thick enough black edges, otherwise the left side will come through when you reach the end of the right side and that looks a bit funky
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Old 06-18-2007, 10:57 AM   #5
Taymar
 
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Lookin' good.
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Old 06-18-2007, 01:47 PM   #6
Angry Beaver
 
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http://developer.valvesoftware.com/w...oothing_Groups

should fix your pillar problem, other than that lookin decent.
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Old 06-18-2007, 02:06 PM   #7
xxxoo
 
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isent it cs_office07?
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Old 06-18-2007, 03:58 PM   #8
blacksmith123
 
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Yo, lookin good, but I'd try to find some better models for those cars, they're a bit too decrepid for a functioning office building.
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Old 06-18-2007, 11:03 PM   #9
Karlos_Modder
 
 
 
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Yeah i know the cars need replacing. Ive got a Gmod addon full of cars, im sure the author of the addon wont mind if i use some for my parking lot. All tho im not to sure how to import models. They are in HL2 model format.
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Old 06-19-2007, 04:29 PM   #10
Angry Beaver
 
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you simply place them inside the model folder (usually the pack will do this for you) and your set. The trick is to make sure its the model folder for the game you want them to be played in. The final trick is to make sure its distributed with your map by eithier including them with the zip or using tools like pakrat and/or bszip
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Old 06-19-2007, 07:10 PM   #11
tinyfly
 
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Where do you get the model for the lights on the ceiling?
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Old 07-25-2007, 08:55 AM   #12
bracken
 
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i cant find any textures/decals that resemble a white stripe (used for dividing parking spaces) -- any suggestions? a map i am working on features a parking garage also...
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Old 07-25-2007, 09:50 AM   #13
zyklus
 
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Either use a material (not that hard to create) or you can use brushes to represent them. If I were feeling really lazy, I'd go with building them with brushes.

Your map looks great! However, I see that you used too much of the white light, and the light entity. Try using light_spot entities to create more realistic-looking lights, and read this article to give you some ideas on how to color your lights. (Seeing as how it is almost impossible to create perfectly white light.)
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