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mervaka
07-07-2005, 04:58 PM
dunno how i rank on the mapping leetness scale, not is there a lot to see at the mo, but i thought id make you peeps some eye candy:

http://img293.imageshack.us/img293/8900/silo00009nc.th.jpg (http://img293.imageshack.us/my.php?image=silo00009nc.jpg)

http://img223.imageshack.us/img223/3664/silo00011zj.th.jpg (http://img223.imageshack.us/my.php?image=silo00011zj.jpg)

http://img223.imageshack.us/img223/7848/silo00027ea.th.jpg (http://img223.imageshack.us/my.php?image=silo00027ea.jpg)

o_frenchtoast
07-07-2005, 05:03 PM
Looks neat, but It's hard to say if it'll be good. Fighting on little curvy platforms seems kinda bad to me.

And brighten it up, too dark.

mervaka
07-07-2005, 05:05 PM
it was intended to be a vertical map, but most shall be the coridoors and rooms that people are familiar with. the top of the silo's a sort of door for HHing out with the flag, only if u fuck up u fall to your death :)

by the way if anyone knows how to remove the hud/weapon/crosshait let me know kthx :)

Defrag
07-07-2005, 05:15 PM
I'd comment, but Imageshack is not loading images for me :(

mervaka
07-07-2005, 05:38 PM
poo :/ hmm id mirror them elsewhere if anyone know another image hosting site with auto thumbnails?

o_etzell
07-07-2005, 06:21 PM
I'm reminded of Goldeneye for the N64.

Man, I loved that level.

mervaka
07-07-2005, 06:29 PM
yes its the inspiration for this level, well at least this room :p im converting hl2 textures to red/blue base textures as i go

o_rush
07-07-2005, 07:30 PM
It looks like a worthwhile idea. I don't know how well it will work because I haven't played on anything like it before - but I will happily give it a go.

Thanks for providing something different - and very interesting :)

Cant wait to try it out.

o_demasu
07-07-2005, 07:41 PM
I'm reminded of Goldeneye for the N64.

Man, I loved that level.
You stole my post. :P

mervaka
07-07-2005, 07:52 PM
hopefully the map structure will be an upside down U shape, two vertical pillars (the bases), with a no mans land like any other map. its an experiment more than anything gameplaywise

EDIT: thanks again for the comments :)

o_azlan
07-07-2005, 10:20 PM
Hey mervaka, check your pm!

mervaka
07-07-2005, 10:25 PM
yea i get email notification :p yes you can have the textures when im happy with them, theyre only 2 minute jobbies in photoshop for now though

o_broodingdude
07-07-2005, 10:27 PM
I think you should make a custom sound for falling down that hole...

But other than that, I support your efforts with my compliments.

mervaka
07-07-2005, 11:38 PM
LOL, the old HL1 falling death sound is the apitamy of all deaths

o_thenuke0
07-07-2005, 11:51 PM
Nice!

o_morrow
07-08-2005, 01:58 AM
think it would be cool.. till you get a team that getse like 4 engi and just set turrets/ dispensers everywear to block the pathway.. people would then have to either try and make it across or plummit to there death.

Either way it should look cool :roll: you ever want an offical tester.. i could be one...

o_koochy
07-08-2005, 07:25 AM
I can't comment on it much as theres not much to see D: Add a bit more to the map in terms of layout and I'll add it to the Production thread.

Wayyy too dark.

o_rush
07-08-2005, 09:29 AM
LOL, the old HL1 falling death sound is the apitamy of all deaths

Actually I prefer the one from "Impossible Mission" for the commodore 64

:D

o_fresh
07-08-2005, 02:22 PM
when making a silo shape map you will have to watch out obv for the map being too easy in the ways of being able to tripple conc to the top/straight to the flag, if indeed the flags will be up the top of the "u shape" however i like your thinking and i look forward to seeing more of the project, although i am always a fan of daylight and team colours in tfc.

mervaka
07-08-2005, 04:34 PM
no, its not one room :p the base layout is nearly finished though, and ive added a second silo with a closed roof as the flag room, and the action happens much lower down

o_morrow
07-10-2005, 07:16 PM
Yah 1 big room would suck alot. Glad its not that. Didnt think it would be.


but still what if you get Engies putting turrets on the ledge. blocking the path and stuff... or Demo men Remote minning the ledge/doorway and just camping that.. if both teams camp the 1 door it wouldbe a VERY long map lol. Id say Keep it a darker looking map tho. have lighting on the walls a bit. just enough for it to glow on the walls. but keep the center dark and mysterious.


Which reminds me i played HLDM the other night for the first tiem and played this custom map. something like pit or some shit. Cool map... could run around up top but could fall into the pit which was full of beams being criss crossed and stuff so your ragdoll when dead would be smashing into them and bouncing around real cool and funny.

mervaka
07-10-2005, 11:11 PM
id probably have to make the doorway silo a nobuild area, although then theres the problem of doorways.. lol

mervaka
07-11-2005, 11:08 PM
ok i havnt had much time on my hands recently, ive been totally rearranging my room and stuff (oh and its sunny outside :D) so havnt got much progress done..

..but i was gonna ask you guys what the best outdoor setting would be? im all for a snow scene myself, make it a siberian style thing with trees covered in snow and a dark haze (without killing fps too much)

else i could go for a grass/rock combo, or perhaps a desert thingy, or your bob standard industrial scene?

so whats your guys thoughts?

o_geokill----->
07-11-2005, 11:29 PM
Snow theme would be nice

o_morrow
07-11-2005, 11:58 PM
id go with the snow. grass/rock seen to much of.. maybe snow at night? or just starit up snow. but ya Cant recall too many snow TFC maps

mervaka
07-12-2005, 12:23 AM
ya it was gonna be a night map anyway :D ok a night snow map it is.. now its time to make the blend textures :( /me gets out tutorial book

o_kam
07-12-2005, 01:13 AM
snowned.bsp ftw

mervaka
07-12-2005, 08:59 PM
ok, i STILL havnt started the ground surface yet, but i need some overopinionated people to download the bsp, take a walk round and give opinions of the basic layout of the map

pm me liek

mervaka
07-14-2005, 05:16 PM
ok i have some new shots of the ramp room:

http://img335.imageshack.us/img335/2288/silo00065rm.jpg

http://img101.imageshack.us/img101/6246/silo00076lp.jpg

http://img344.imageshack.us/img344/9753/silo00088nb.jpg

sorry for the slow progress and large 1280x1024 images :/

still looks a bit bare to me, but i dont wanna overdo it

team textures are yet to be tuned too

o_epothon
07-14-2005, 06:10 PM
Its looking good, reminds me of well..

dunno why but the greyish theme makes the otherwise nice interior seem dull and empty

maybe play with lighting, get some blue lighting features n stuff to make things less dull and the map will look alot more stunning
this has potential

mervaka
07-14-2005, 06:36 PM
ya i was thinking of lighting the logo up

another note i forgot to add: theres an ambient noise coming from the extractor fans (i need to find a decent fan ambience, might even have to make it myself from the back of a pub or sommin :p)

o_epothon
07-14-2005, 06:49 PM
You might also want to experiment with small blue lights on the walls that have a blue spot effect on the wall (no volumetric type thing) just normal light that drops down off the wall

just to give some extra atmosphere ..

Just trying to give a tip here :p dont have to do it

o_azlan
07-14-2005, 06:53 PM
Is that elevator working? I'm having some issue with mine, so I'd be interested to know the steps you took to make it work.

mervaka
07-14-2005, 07:09 PM
maybe play with lighting, get some blue lighting features n stuff to make things less dull and the map will look alot more stunning

http://img227.imageshack.us/img227/170/silo00093cd.th.jpg (http://img227.imageshack.us/my.php?image=silo00093cd.jpg)

theres a first attempt before i read ur post, i'll be playing with blue spot lighting and decals for the remainder of the room i think

Azlan: i had problems too, so i used a func_door in the end, with a large negative lip (point it upwards, distance you wanna travel minus the thickness of the brush, was 240u for me)

o_kam
07-14-2005, 10:36 PM
func_tracktrain ftw
http://forum.interlopers.net/viewtopic.php?t=2393

o_epothon
07-14-2005, 11:53 PM
maybe play with lighting, get some blue lighting features n stuff to make things less dull and the map will look alot more stunning

http://img227.imageshack.us/img227/170/silo00093cd.th.jpg (http://img227.imageshack.us/my.php?image=silo00093cd.jpg)

theres a first attempt before i read ur post, i'll be playing with blue spot lighting and decals for the remainder of the room i think

Azlan: i had problems too, so i used a func_door in the end, with a large negative lip (point it upwards, distance you wanna travel minus the thickness of the brush, was 240u for me)

Thats what i like to see :D some colour in the scene.. now say for urself, doesnt that make the grey less dull ?

mervaka
07-15-2005, 12:40 AM
yes, but its not quite there, ive taken it out, but im still looking for the lighting to go in its place.. :/

on the decal side of things, ive found sweet FA from the hl2 decals that works with it, so im gonna look elsewhere for some. the stains are good, but arnt dark enough

thanks for the criticism tho :D

mervaka
07-15-2005, 08:28 PM
got another room nearly done: the arched basement (the other ones gonna have a similar shaped roof like the ramp room, which i get around to it)

http://img307.imageshack.us/img307/6489/silo00129jw.th.jpg (http://img307.imageshack.us/my.php?image=silo00129jw.jpg)

lemme know what you peeps think of this room so far

o_donny
07-15-2005, 09:05 PM
Map looks nice but please, for the love of god chainge your avatar :cry:

from Irc:

(23:43:48) (Donny) oh please god make it stop
(23:44:04) (Donny) Mervaka is using a god damn david hasselhoff avatar ;'/

o_epothon
07-15-2005, 09:06 PM
Looking nice, really nice!

but do try to fix the ceiling texture alignment
and keep playing with the lighting i like it

mervaka
07-16-2005, 01:01 AM
Donny: HA! the hoff man pwns yuo! (yes im rather wasted, just got back from the pub)

Epothon: ye the roof aint textures properly in the slightest, and im looking for a semi-circular truss to mount lights on.

thanks again guys for the feedback :D

o_t00l
07-16-2005, 03:43 AM
i think it'd help gameplay if you widened the ramps and maybe even opened up the rr some. right now it reminds me of the original shutdown and it gives me shudders.

o_elvis2049
07-16-2005, 07:35 AM
cool tiletextures :)

mervaka
07-16-2005, 01:10 PM
ok ive got a test .bsp to distribute to playtesters, what else do i need to pack with it? custom textures? or are those in the bsp

o_sh4x
07-16-2005, 02:28 PM
ok ive got a test .bsp to distribute to playtesters, what else do i need to pack with it? custom textures? or are those in the bsp

You'd need the game to playtest your map, nah? Otherwise it's just running around looking at beautiful textures.

mervaka
07-16-2005, 05:07 PM
well im gonna get peeps to look around for anything ive missed, and their thoughts. then its a quick hl2dm game to test DMing

mervaka
07-21-2005, 11:41 PM
ooookay now really, i need a few more peeps to take a look around for me, give some in-depth feedback

any takers?

o_d3pth charge
07-21-2005, 11:45 PM
Well from what I can see, you really need to fix the tunnel ceilings. You can see the lines and it makes the ceilings look tiled... no offense but it doesnt look good and severely takes away from the rest of your map/the beauty of source. Before you do anything else, fix those ceilings so you cant see the separation lines.

mervaka
07-21-2005, 11:47 PM
which tunnel?

http://img307.imageshack.us/img307/6489/silo00129jw.th.jpg (http://img307.imageshack.us/my.php?image=silo00129jw.jpg)

this one?


i was gonna ask people for feedback on the map layout and scale more than anything though. texturing and lighting are far from finished

o_darknight
07-22-2005, 01:57 PM
I'll help if you want.

o_vertical
07-22-2005, 06:09 PM
I'll help as well if you still need. Shouldn't be hard to find me ;D

*points to contact buttons below*

o_imbrifer
07-22-2005, 06:14 PM
Mervaka - The #fortressforever mirc channel is always open, and at least a couple people are at their PC's - so I'm sure if you went in there any time you could get a few takers.

And sure, I'll help. I might not give you the most fluffy response, but it'll all be constructive :)

mervaka
07-22-2005, 06:36 PM
cool cheers guys

mervaka
07-30-2005, 06:30 PM
more screenshots :D

ive started work on the surface now, as much as i love making snow, i think im starting to hit the displacement limit :(

the top down shot i took for the shape of the battlements so far:
http://img112.imageshack.us/img112/5914/silo00299mz.th.jpg (http://img112.imageshack.us/my.php?image=silo00299mz.jpg)

the top of the square spiral:
http://img112.imageshack.us/img112/1005/silo00306eg.th.jpg (http://img112.imageshack.us/my.php?image=silo00306eg.jpg)

looking out the main doorway, leading to the square spiral:
http://img112.imageshack.us/img112/2152/silo00315ms.th.jpg (http://img112.imageshack.us/my.php?image=silo00315ms.jpg)

the main doorway and enclosed part of the battlements:
http://img112.imageshack.us/img112/1484/silo00320wi.th.jpg (http://img112.imageshack.us/my.php?image=silo00320wi.jpg)

the open curved battlements:
http://img112.imageshack.us/img112/8030/silo00351lo.th.jpg (http://img112.imageshack.us/my.php?image=silo00351lo.jpg)

looking out from the lift:
http://img112.imageshack.us/img112/7838/silo00205gw.th.jpg (http://img112.imageshack.us/my.php?image=silo00205gw.jpg)


again, i'd love to hear some good in depth feedback :x both artistic and relating to the technical problems im getting with displacements if anyone knows:
http://img112.imageshack.us/img112/4406/silo00193an.th.jpg (http://img112.imageshack.us/my.php?image=silo00193an.jpg)

there will eventually be either a brick wall extension there, or a rock face, so eliminating the displacements there isnt an option :(

get posting guys :D

o_drtom
07-30-2005, 07:01 PM
outside looks very funky!

spiral looks interesting, im not sure if it would encourage spam or open it a bit more for offy, its hard to tell.

the top down shot makes the base look a little small and basic, looks more like a 5v5 map? but its kinda hard to tell so far!

i hope fd is quite a distance from a spawn or any key areas or it looks too easy to defend

however these are all guesses and it looks intruiging!

edit: went abck to page1, aha its this map! in which case it certainly looks interesting ! didnt realise most of ma will be underground :P i wanna see how it all links together!!!

mervaka
07-30-2005, 08:53 PM
cheers for the prompt feedback :D

spiral looks interesting, im not sure if it would encourage spam or open it a bit more for offy, its hard to tell.
this spiral's in similar proportion to the 2fort spiral, except a LOT longer. it has 4 doorways, and is the main way in, although not the only way ofc :)

the top down shot makes the base look a little small and basic, looks more like a 5v5 map? but its kinda hard to tell so far!
that shot's taken from outside the skybox at a distance, so its certainly not small ;) its bigger than the xo2 yard, i'll find some way of showing the scale another time.

i hope fd is quite a distance from a spawn or any key areas or it looks too easy to defend
ya, i made the fd quite a chokepoint for D, but i wanna see how it plays before i change it.
EDIT: i may well have made it too hard actually :o ah well i'll still see how it plays. also i forgot to mention theres a tertiary respawn point on the open part of the battlements that starts off inactive until an engineer fixes it, but an enemy demoman can disable it again etc. again, i still wanna see how it plays before i remove it if it comes to it.

went abck to page1, aha its this map! in which case it certainly looks interesting ! didnt realise most of ma will be underground :P i wanna see how it all links together!!!

i'll PROPERLY this time organise a gather or something to playtest this map when its nearer to completion for people to have a wander round and see for themselves any errors i missed and any further comments etc.

again, thanks :D

mervaka
07-30-2005, 11:15 PM
ok just a few more screenies :D

added a fair few windows to the FD hallway:
http://img309.imageshack.us/img309/7869/silo00398yo.th.jpg (http://img309.imageshack.us/my.php?image=silo00398yo.jpg)

http://img309.imageshack.us/img309/4673/silo00400wa.th.jpg (http://img309.imageshack.us/my.php?image=silo00400wa.jpg)

http://img309.imageshack.us/img309/9904/silo00418to.th.jpg (http://img309.imageshack.us/my.php?image=silo00418to.jpg)

yes i know the vent's floating above the snow, ive fixed that :)

and heres that wierd lighting problem im getting with the snow:
http://img309.imageshack.us/img309/1549/silo00381hz.th.jpg (http://img309.imageshack.us/my.php?image=silo00381hz.jpg)

again, keep the comments rolling in pwlease :x

o_ginger lord
07-31-2005, 08:35 AM
Outside lighting is nowhere near matching the skybox, it throws it off completely, the problem texture looks like its normal map is off. Did you make it or is it stock?

If its stock, try reloading the map and seeing if that gets rid of it. I had a problem like that when I got my new GFX card on my old PC, I had black lines every 512 units on all displacements, I reloaded the map and it was fine. Went away after that.

mervaka
07-31-2005, 09:30 AM
odd :S i used the eyedropper tool in PS for the skybox colours. i picked the light colour from the sunny bit and the ambient from the opposite side, a dark bluey colour, as recommended at 3dmike.com

ive gotta admit its the first time ive paid any real attention to sky colour, so i might need a bit of a helping hand on this one :/



and regarding the snow: i'm using a custom made vmt to blend two existing vtfs together:

"WorldVertexTransition"
{
"$basetexture" "nature/snowfloor002a"
"$basetexture2" "nature/dirtfloor005c"
"%tooltexture" "nature/snowfloor002a"
"$basetexturetransform" "center .5 .5 scale 1 1 rotate 0 translate 0 0"
"$basetexturetransform2" "center .5 .5 scale 4 4 rotate 0 translate 0 0"
"%keywords" "snow"
}


so do i need to make a normal map? cos i dont think there was one to start with :/



thanks anyway, i'll continue to look into these issues

o_ginger lord
07-31-2005, 10:04 AM
Odd, if it doesn't have a normal map then its not that, did you try reloading the map?

For the sky, what skyname is it? sky_day01_08?

Try this, and then tweak it around:

Pitch Yaw Roll: 0 102 0
Pitch: -45
Brightness: 249 199 106 600
Ambient: 102 97 126 400

Its probably a bit too saturated, so you may want to lower the tone of the colours after you try it for the first time.

mervaka
07-31-2005, 10:35 AM
:shock: wow

http://img255.imageshack.us/img255/765/silo00446jq.th.jpg (http://img255.imageshack.us/my.php?image=silo00446jq.jpg)

that brightness/ambient combination certainly works a LOT better. only trouble is, i havnt really got an eye for minor adjustments, but it certainly works as it is for now, im probably just gonna turn the brightness down a bit. i'm happy with my old values for the angles, but thats certainly a lot better :) thanks a bunch <3

EDIT: yer its that sky btw :p

o_drtom
07-31-2005, 12:08 PM
loving that snow buddy ace job

mervaka
07-31-2005, 12:37 PM
cool cheers :D

ive recently been doing a general tidy up of the brushes, and neatening up the displacement faces (i found a whole section of 6 sided displacement brushes where i only needed 1 face per brush, this is coincidentally the area around the forementioned displacement problem, so this might well have fixed it)

now im just gonna pray i dont hit some sort of displacement limit :( cos this is only one side, and i'll truly be fucked if im even close to the limit, as i need to copy the whole map and spin it 180

o_ginger lord
07-31-2005, 01:16 PM
Well if you get close to the 50% mark, I don't know if there is even a limit, try redoing the displacements at a lower scale, or redoing multiple ones together in one larger brush.

Looking in the Hammer compile log, doesnt look like theres a limit on them, although I wouldnt be surprised if its wrong.

o_player
07-31-2005, 03:19 PM
Displacement limit = 1024.

mervaka
07-31-2005, 03:58 PM
cool cheers :) thats number of displacement brush faces i presume?

i wonder if theres a compiler parameter to increase this? :o

o_luminous
07-31-2005, 04:36 PM
just a guess but wouldnt more displacements increase the needed specs to run the map in smoothly?

mervaka
07-31-2005, 05:01 PM
yes in way, but theyre VERY cheap to render, believe it or not :)

same can be said for static props.

and with snow its kinda hard not to have to do the entire outside area in snow. im gonna make it as optimal as possible, especially to consider the fact its a huge map

at the end of the day, one of the reasons hl2 was made was to look prettier than hl1, so im gonna try and maintain the highest level of detail possible without significantly decreasing fps, which is the goal of most mappers i think :D

mervaka
07-31-2005, 11:07 PM
yet more screenshots :D

ive completed the snow displacements now, so i can turn my attention to other details \o/

yet another shot of the front, just updated. note the tower in the background:
http://img237.imageshack.us/img237/843/silo00536fn.th.jpg (http://img237.imageshack.us/my.php?image=silo00536fn.jpg)

a closeup of the tower:
http://img237.imageshack.us/img237/9499/silo00547ea.th.jpg (http://img237.imageshack.us/my.php?image=silo00547ea.jpg)

the back yard (yes my base has a back yard :p:
http://img237.imageshack.us/img237/5522/silo00556hz.th.jpg (http://img237.imageshack.us/my.php?image=silo00556hz.jpg)

another shot of the back yard, looking out the window of the fd tunnel:
http://img237.imageshack.us/img237/7668/silo00568ck.th.jpg (http://img237.imageshack.us/my.php?image=silo00568ck.jpg)

another overall shot of whats there so far:
http://img237.imageshack.us/img237/7522/silo00575pf.th.jpg (http://img237.imageshack.us/my.php?image=silo00575pf.jpg)

watch this space :):
http://img237.imageshack.us/img237/6949/silo00586pw.th.jpg (http://img237.imageshack.us/my.php?image=silo00586pw.jpg)

again, critique encouraged <3 thanks :D

o_d3pth charge
07-31-2005, 11:20 PM
Useless positive critique: I really like the snow because it's unique, not many maps use that. Also, the entire idea behind your map is great, and the shots are looking nice... big ass yard perfect for tf style play (aka concs etc)

Possibly useful constructive critisism: The only real problem with your map is it lacks a consistent theme. It's supposed to be an underground silo... as in a missle silo? If so, shouldn't it look more like a military complex? Right now it looks like an empty russian concentration camp... there should be more buildings and stuff.. maybe I am wrong, it just doesn't really strike me as a missle base. Perhaps do a little research, with the snow it would be cool to model it after a russian missle silo, so maybe look for some photo's and stuff of real ones to get some inspiration! US silo's could be used too. And the building texture doesn't match the theme at all either, imo. you have old fashioned arched doorways ( :? ) weird dungeon-looking windows in the walls, and old ware-house style glass windows. And a brick texture, which doesn't really seem like what it would be. I think there should be more metal and concrete involved... just because that would stick with the theme being used. Metal doors, stronger more modern looking windows, concrete walls, etc.

Good luck!

mervaka
07-31-2005, 11:35 PM
ya, i guess research would have been a good idea :/ lol

trouble with the textures is, the texture set i currently use has dictated the styling of a lot of the brushwork, so i guess im gonn have to go away and do a bit of research, then design some textures around the existing ones if i can. thanks for bringing this up, i was aiming for a siberian missle silo as you suggested, but the only images of russia that spring to my mind are of the red brick cityscapes of moscow, and i dont even know whether those are accurate :(

research.. :/ lol

Circuitous
08-01-2005, 02:46 AM
It's a SUPER SECRET TOP MILITARY MISSILE INSTALLATION SILO. As such, it can't be made to look like a proper silo. Proper missile silos attract unwanted attention. The missile fires from Ronald McDonald's head.

Jiggles
08-01-2005, 03:28 AM
Looks good!

I don't know if you've mentioned it, but are you going to add some snow to the skybox? 'Cause it looks a little odd having the background bare, and the map full of snow. :)

If you don't want to add snow to the skybox, you might consider thinning the snow that is "in the sun," so it looks like the deeper snowdrifts are in the shadows.

o_geokill----->
08-01-2005, 04:52 AM
Wow Nicely done, your doing a real nice job on the outside. :shock:

mervaka
08-01-2005, 09:06 AM
It's a SUPER SECRET TOP MILITARY MISSILE INSTALLATION SILO. As such, it can't be made to look like a proper silo. Proper missile silos attract unwanted attention. The missile fires from Ronald McDonald's head.
LOL class

I don't know if you've mentioned it, but are you going to add some snow to the skybox? 'Cause it looks a little odd having the background bare, and the map full of snow. :)

If you don't want to add snow to the skybox, you might consider thinning the snow that is "in the sun," so it looks like the deeper snowdrifts are in the shadows.
ya, im eventually gonna get round to redoing the skybox textures, and sort out those fucking trees too, although i think its just a case of the wrong skin. nice idea for thinning the snow in the sun though :o i might raise areas in the shade, but before i do, i have to spin the entire skybox and env lighting 90 degrees, to make it fair for the other team. this seems to be the one of the biggest balance problems with a dusk map :(

Wow Nicely done, your doing a real nice job on the outside.
ye, i need to spruce the inside up a bit more too lol

thanks again guys for the feedback :x

o_racer
08-10-2005, 07:14 AM
Wow Ginger Lord your advice really paid off as the new outside shots look awesome!

Here's some google shots I found from actual russian facilities (some from elswhere) maybe it will help.
Sorry they werent set in the snow but Im sure you can picture that.

http://www.dtra.mil/images/ctr/bioweap_security1.jpg
http://www.dtra.mil/images/ctr/plutonium_elim.jpg
http://www.dtra.mil/images/ctr/quick_fix.jpg
http://www.dtra.mil/images/ctr/security_enhance1.jpg
http://www.dtra.mil/images/ctr/icbm_elim.jpg
http://www.dtra.mil/press_resources/photo_library/full_photos/ns06l.jpg
http://www.cr.nps.gov/history/online_books/mimi/images/fig83.jpg
http://www.hi.is/~oi/Siberia%20photos/Abandoned%20Russian%20military%20post,%20Yamal.jpg

Areil view of a Russian silo complex with more photos below
http://tunelis.ginklai.net/fortification/moletai/maero.jpg
http://tunelis.ginklai.net/fortification/moletai/05.JPG
http://tunelis.ginklai.net/fortification/moletai/01.JPG
http://tunelis.ginklai.net/fortification/moletai/02.JPG
http://tunelis.ginklai.net/fortification/moletai/03.JPG
http://tunelis.ginklai.net/fortification/moletai/04.JPG
http://tunelis.ginklai.net/fortification/moletai/12.JPG


Siberian Town
http://www.hi.is/~oi/Siberia%20photos/Abandoned%20Russian%20military%20post,%20Yamal.jpg

Russian patchs
could make cool posters and stuff for the walls.
http://www.russianpatches.com/military_patches.php?tid=15
http://rkkaww2.armchairgeneral.com/sources/VA/VA07/UniformaRKKA2_cut.jpg

A Russian Silo
http://seattletimes.nwsource.com/ABPub/2004/12/12/2002117420.jpg

mervaka
08-10-2005, 11:58 AM
jesus man, thats a fucking goldmine! :D

i love the idea of the local town, so i might make the attackers start from there. im gonna have to redesign the silo lid too

thanks a bunch :)

o_loader
08-10-2005, 11:59 AM
Nice one racer

mervaka
08-10-2005, 12:22 PM
fuck... im gonna have to suspend map production because steam wont start :( it says its unavailable, please try later bladebla

EDIT: crisis over, netlimiter was blocking steam updates :/

mervaka
09-11-2005, 10:32 PM
ok im shelving this for a bit - im employed now, and i need to get my car running properly before college starts at the end of the month

o_donny
09-14-2005, 03:00 PM
Map is coming along nicely. And good thing your hasselhoff image has left the building :P

o_vampiricus
09-15-2005, 03:46 AM
Just make sure there is a HUGE areola and a good size nipple on the tip of the silo :P

mervaka
09-15-2005, 10:34 AM
yea the two caps will be a huge wonderbra.

ive had a bit of a thought, and came up with a few things still to do (besides the post playtest tweaking)

make the layout and details of the pathway and the attack spawn point
design and make a more appropriate 3d skybox, and relay the sky
make or find some damn better textures then what i currently use underground

i really should find time to do this :/

o_racer
10-03-2005, 06:47 AM
Youll find the time, especially as the release of FF draws nearer.

o_imbrifer
10-03-2005, 06:09 PM
Let me suggest making a texture blend of the snow with some dirt and using it as the snowy ground inside the base - make it look like there are tire tracks, or the snow has been piled up in certain lumps, exposing dirt or dirty grass underneath. Keep up the good work.

mervaka
02-13-2006, 11:01 AM
right um yeah, time to dig this map up out the abyss and resume work i think. ive got a reading week coming up :D

mervaka
02-13-2006, 12:29 PM
okay.. just a quick bit of advice im seeking here. is there any easy way of aligning textures in a circular fashion. its in relation to the roof of this archway:

http://img307.imageshack.us/img307/6489/silo00129jw.th.jpg (http://img307.imageshack.us/my.php?image=silo00129jw.jpg)

i'll get a better updated screenie when i get the damn thing compiled again. that ones waay old

EDIT: heres some new screenies

http://img223.imageshack.us/img223/3804/silo00015bf.th.jpg (http://img223.imageshack.us/my.php?image=silo00015bf.jpg)

http://img223.imageshack.us/img223/1016/silo00023kk.th.jpg (http://img223.imageshack.us/my.php?image=silo00023kk.jpg)

http://img223.imageshack.us/img223/9444/silo00034lk.th.jpg (http://img223.imageshack.us/my.php?image=silo00034lk.jpg)

yeah that last one is a bit hard to see, but demonstrates the problems im havign with aligning the textures :/

o_buckshot enema[x7]
02-14-2006, 05:14 AM
Have you tried selecting the texture, ALT+Right Clicking on the adjacent face... left clicking on the newly applied face, and ALT+Right Clicking on the next adjacent face, etc etc?

The ALT+Right Click is really useful for texture alignment around pillars, but I'm not sure how it will look on your ceilings. Worth a shot though, right?

Circuitous
02-14-2006, 05:51 AM
Yeah, just rotate the textures until they line up. What Buckshot posted oughtta do it.

o_beetle
02-14-2006, 11:52 AM
its an experiment more than anything gameplaywise


Thats what i say about my maps. :o

mervaka
02-14-2006, 12:27 PM
yeah ive heard something about the alt button when using textures, but wasnt sure in the slightest what it did or how to do it :lol:

cheers, i'll give it a go

mervaka
02-14-2006, 01:30 PM
worked a treat! cheers

took me a second to figure i had to go horizontally across the bottom again before i went vertically up each segment. screenshots pending...

o_exarch
02-14-2006, 01:51 PM
looking good Mervaka, have you thought about blending the road and snow textures? will look a hell of alot smoother

mervaka
02-14-2006, 01:59 PM
yeah, all in good time ;)

only thing is, i already have bagloads of displacements as it is, both in the quarter toriod for the tunnel roof, and in the masses of snow i have. the snow surface was hand sliced and bumped :/

mervaka
02-14-2006, 02:41 PM
pics!


Heres the FR side of the tunnel

http://img463.imageshack.us/img463/8660/silo00041ky.th.jpg (http://img463.imageshack.us/my.php?image=silo00041ky.jpg)


and heres the tunnel itself. it needs attacking with smoothing groups when i figure out how...

http://img463.imageshack.us/img463/5161/silo00056wt.th.jpg (http://img463.imageshack.us/my.php?image=silo00056wt.jpg)

o_buckshot enema[x7]
02-14-2006, 05:57 PM
That ceiling texturing looks much better, glad you got it to work!

o_d3pth charge
02-15-2006, 09:44 PM
it's looking great merv... but i can't get over the small tile texture. I really don't like it. plus, what missle silo would tile their walls... especially ones that large? I know the concrete gets boring... but you can get by with it (being it is realistic) and then spice it up with pipes, platforms, etc. I mean, it's up to you of course, but I would go with a different texture.

mervaka
02-15-2006, 09:50 PM
yeah i was just trying out custom texture bumpmapping. the open silo was the first room (see page one)

i'll have a look for alternative textures when i get a minute, see whats hot and whats not.

hell i might even find someone to put an icbm prop down the centre of the open silo!



anyway, many thanks for feedback. i still need to look at the reference photos posted waaaay back during the initial development of the map, and try and emulate the styles

o_buckshot enema[x7]
02-16-2006, 01:51 PM
It wouldn't hurt to take a look at the old Counterstrike map de_foption, and see how that mapper handled the missile silo. See what he did well and then try to emulate it (I'm talking lighting and architecture).

mervaka
02-16-2006, 01:53 PM
at the moment i'm trying out the same concrete block texture as used in the tunnel. looks good so far, providing i put pipes and shit in like xnarf said

btw you got a copy of foption?

o_buckshot enema[x7]
02-16-2006, 05:38 PM
http://www.google.com/search?hl=en&q=de_foption+download&btnG=Google+Search

There are a few links there to download it.

mervaka
02-16-2006, 07:10 PM
ah cool ty

o_buckshot enema[x7]
02-16-2006, 09:00 PM
In case anyone was wondering what de_foption's silo looked like:
http://img112.imageshack.us/img112/2209/foption35gq.jpg

If you can make your silo look that interesting with recessed lighting then you're golden.

mervaka
02-16-2006, 09:39 PM
recessed lighting looks good, but the texturing's fucking ugly lol

vertical lights will be added to both silos.





circ: update this map in your map status thread kthx :x

o_etzell
02-17-2006, 12:18 AM
Foption raped.

mervaka
06-26-2006, 12:03 AM
uh, bad news. i lost the vmf :/ gg me

so i guess this map's as dead as a doornail, unless anyone had an old copy of the vmf that i may have given out? i cant remember if or who

o_alligator
06-26-2006, 01:14 AM
lost it? as in did u reformat? or what? Sucks.

mervaka
06-26-2006, 01:26 AM
yeah, i was a nonse and forgot to back it up.

o_luminous
06-26-2006, 01:37 AM
o noes :((((

o_geokill----->
06-26-2006, 02:30 AM
That sucks badly :(

o_2d-chris
06-26-2006, 05:41 PM
damn i hate it when files get corrupt, happended to me, lost allot of work once :(

mervaka
05-26-2007, 05:12 PM
hey, i might remake this map, i'm finishing college soon! *bump*

own3r
05-26-2007, 05:48 PM
Im curious whats the layout look like?

mervaka
06-04-2007, 12:36 AM
uh, well it was an AvD map with two missile silos, one partially open, and the other closed (the flagroom) and it had a few other rooms, a lift, and a hugeass square spiral staircase, and a smaller circular one. i'd have to draw each level out to explain it in detail.

[AE] 82694
07-25-2008, 07:32 AM
Dug up out of the archives. You doing anything with this "soundie":twisted: