[CS:S WIP] de_claustro


Vandal
03-02-2005, 04:19 PM
Ok, so after some basic work I've decided to work on my first full map. I've finished the concept, the layout and the basic flow of the map (I got it pretty good on my first try.) What's left is the gameplay elements: Spawns, (at the moment I only have a CT spawn so I can check out the map in first person during testing.) Buy zones, and bomb zones.

Here's the layout: http://www.fragspersecond.net/csmaps/de_claustro_over.jpg

In concept, it's quite dust like. 2 Bombsites, 1 at CT spawn, 1 a stone's throw away from CT spawn, lots of action in the middle with room for T's to sneak back around to CT spawn for a bomb plant if the CT's aren't on their toes.

It's a sort of tunnel/sewer system. Terrorists are trying to complete one of two objectives:

1) Destroy the pump room. (site a) which controls all water and heating for the area.

2) Destroy the Counter-Terrorists' entry point (site b) to delay further attempts to stop the terrorist plan.

It's extremley basic, very square and as of right now very unfinished. Here's some of the shots of what I've gotten done so far:

CT Spawn:
http://www.fragspersecond.net/csmaps/de_claustro_test10000

CT Route to Bomb A:
http://www.fragspersecond.net/csmaps/de_claustro_test10001

Some of the first detail work I've done on the map. Metal framing.
http://www.fragspersecond.net/csmaps/de_claustro_test10002

More detail work near the CT's back route, a light source on either side of the doorway between halls. It will look awesome when the lighting is added to the map!
http://www.fragspersecond.net/csmaps/de_claustro_test10003
http://www.fragspersecond.net/csmaps/de_claustro_test10004

Any crits, advice ect would be helpful. Also, once the whole map is done and textured, I'll be adding my world models...I tried to do this on an earlier test map and had alot of problems (They showed up on the hammer preview, but not on the map...lighting and textures were fubar.) So if anybody had a link to a good explanation on how to use world models (physics and otherwise) I'd worship you.

Depending on how long it takes to add world models and the spawn/buy/bomb zones, this map could be done as early as next week.

killer tomato
03-02-2005, 04:55 PM
I think your motivation is true but releasing these maps just doesn't make sense. Experiment away, post questions and stuff until you can make a first map that's actually worth looking at.

Good luck

Vandal
03-02-2005, 04:59 PM
Who said anything about a public release? :)

I plan on going through several versions of this map, adding things as I learn (first beta, 1 floor, no doors, no vents, ect. 2nd beta maybe add a floor w/steps, 3rd add a vent system ect.)

I'm showing it to get crits and advice for making a decent map. Thanks alot for your support, however :)

josh_u[RR]
03-02-2005, 05:10 PM
I think tomato is basically right. congrats on learning mapping, and we're willing to help, but there just isn't really enough there for us to critique.

about the only thing I can offer at this point is don't make big blocky rooms with long straight hallways. vary it up, put some bends in the road, more routes, ect. besides you'll need those bends for vis blocking once you get a lot of detail going anyway, trust me ;)

Vandal
03-02-2005, 05:16 PM
Understand my level of n00bdom. :) Alot of people elsewhere have suggested curving halls, got any handly links to tutorials that explain acheiving that type of result?

Also, is there an easier way to make a doorway between two areas than to make a brush between them, use the carve tool and delete?

izuno
03-02-2005, 07:24 PM
Vandal,

Based on your posts so far I am clear you are new to mapping. I think you are getting way ahead of yourself. You should really focus on reading tutorials online on how to use the basics of hammer and creating bsp geometry. You need to learn how to apply texturing (this is a very deep subject with many nuances) use the clipping and vertex tools, when to use carve (which most people say never, but you can get away with it for very controlled purposes) etc. In Source mapping with Hammer there are new tools like decals, displacement maps and other things. Oh, then there is visblocking which is critical in design, too. (very very very critical)

Before you go and design a whole map, you should experiement more and try to follow as many tutorials as you can get. As for design, it is very hard to give you design advice on something so raw as what you've posted.

But over time I'm sure you'll pick it up and get a better sense of good DoD, DM, CS maps. Play the official maps a lot and figure out what works, what doesn't work. Play a lot of custom maps and do the same.

Finally, this is a DoD mapping forum, so don't expect as much interest in CS maps. it's fine to post it here, but you may want to seek advice in a CS mapping forum where you'll get more feedback.

Good luck!

Neutrino
03-02-2005, 09:05 PM
hey vandal. welcome to mapping.

catch you on yim if u need help.

Vandal
03-02-2005, 09:52 PM
Iz- Thanks for the feedback. I'm not creating anything with the purpose of an actual release, I'm trying to learn the tools by making a simple map with a simple layout. Putting some purpose behind the map (name, objectives) are simply there to encourage ideas with the map itself. Learning lighting by making appropriate lighting to the enviroment, ect.

If you notice, in my initial post I was looking for good tutorials. I'm very eager to learn, but many of the tuts I've come across either outline generally what I already know, or detail things I'm not ready for yet. Also, I'm only mapping for CS:S because DOD:S isn't available yet. I'm definatly going to map for DOD:S and I didn't think starting mapping on the HL1 engine would have helped me with DOD:S.

So, any good links you have kicking around would be much appreciated! Thanks!

Newt-I'll get ya.

Lewis
03-02-2005, 09:58 PM
make the bomb sites have 2 routes instead of a bottleneck hallway

haircut
03-03-2005, 02:20 AM
There are plenty of tuts out there, google is your friend.

I've found loads of sites and tuts using it:
http://www.mardymouse.co.uk/modules.php?name=Content&pa=showpage&pid=32

You sound like you want to make better buildings and roads and stuff. Try smaller "test" maps to learn the tools and how to make stuff. I do this all the time. Little maps with just one bulding in it, adding detail as you go.

Source has a few "new" ways to do things. I find the use of models has incressed a lot now, I've spent ages looking at all the models you can now use, fences, drainpipes, boats ... etc. One thing I like is the models for windows and some door frames, much better then trying to make it all in Hammer yourself.

Can't wait to get a hold of the DoD: Source model set. keep mapping ... it roxs :D

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