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Old 09-19-2007, 09:01 AM   #1
NyRoNiC
 
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conc_nyro (WIP)

Work in progress

Jump 1:


Jump 2:


oooo a pretty door!


Jump 3:


Jump 4:


Checkpoint gate thing...


Jump 5:


Jump 6:


Jump 7:

Last edited by NyRoNiC; 10-04-2007 at 07:31 AM.
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Old 09-19-2007, 09:11 AM   #2
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Looks really good! Damn maps are getting created fast lately. Looks a bit greenish though in my view.
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Old 09-19-2007, 05:28 PM   #3
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What I really like about this map is that it has a normal/plausible appearance. Most surf/conc/other skill maps usually aren't bordered off, have platforms floating in the middle of nowhere, use very basic texturing and lighting etc - I'm not saying that is bad, visuals is not what those maps focus on, and in maps like surf it's hardly possible to make the map look "normal". A skill map with a plausible appearance, like yours, is certainly unique, and certainly appeals to me. Keep up the good work.
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Old 09-19-2007, 06:10 PM   #4
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Looks great; I can't wait for all these custom maps to be released!
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Old 09-19-2007, 07:01 PM   #5
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looking great so far!
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Old 09-19-2007, 10:43 PM   #6
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Quote:
Originally Posted by Owoc
What I really like about this map is that it has a normal/plausible appearance. Most surf/conc/other skill maps usually aren't bordered off, have platforms floating in the middle of nowhere, use very basic texturing and lighting etc - I'm not saying that is bad, visuals is not what those maps focus on, and in maps like surf it's hardly possible to make the map look "normal". A skill map with a plausible appearance, like yours, is certainly unique, and certainly appeals to me. Keep up the good work.
I agree so much. I just want to play your map to look at it. lol
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Old 09-20-2007, 02:35 PM   #7
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new pics! (jump 3)
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Old 09-20-2007, 03:00 PM   #8
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FAO: Other conc mappers

See, this is how you do it. Not only do you make your jumps well designed, but you make the map look sorta nice as well.

Query: is your map going to be the nice "fail jump 4 and end up back at jump 4" map, or one of those maddingly frustrating "fail jump 4 and end up back at jump 1" maps?
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Old 09-20-2007, 11:53 PM   #9
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every jump will have its own teleport. (except for multi-part jumps, which is usually a series of easy jumps stringed together)

I try to keep the annoyance level on my maps as low as possible. :P
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Old 09-24-2007, 10:01 AM   #10
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well, havn't had time to map for a few days but I got around to it and jump 4 pics are up now, enjoy
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Old 09-24-2007, 10:44 AM   #11
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Ace Nyronic but it really looks like another map, but maybe you can glue it together if it's some sort of theme or epic story to it.

The 3d skybox looks a little plain, maybe some other ruin there to?
How did you make the sea? Just a blue flat texture or a scaled water texture?
Not sure you can use the water texture in a 3d skybox, can you?
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Old 09-27-2007, 09:03 AM   #12
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New update and stuff...

Theres a new pic of 4 up, it should look a lot less plain now. I know it still doesn't fit the overall theme at all but its the only jump thats outside like that, basically the rest of the map is underground.

With LUA help from AltPluzF4 theres now a checkpoint system in place for the map. So if for some reason you die, get stuck, or go spec...or anything for that matter(except disconnect from the server) you can just respawn at the start and walk through a gate thing which will teleport you to the last jump you hit a checkpoint for.

A couple jump 5 screens are up too, I didn't feel like taking several screenshots of it because of its shape so I just took 2, one at the first fall and a sideways shot from noclipping outside the world so you can see what the jump is.

Last edited by NyRoNiC; 09-27-2007 at 10:10 AM.
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Old 09-27-2007, 09:12 AM   #13
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Looks nice wanna play D:
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Old 09-27-2007, 10:24 AM   #14
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Quote:
Originally Posted by NyRoNiC
I know it still doesn't fit the overall theme
I wish people would stfu about the "overall theme". Most conc maps have the "theme" of HL1 textures and square walls. It looks great and you can bet your britches that there will not be very many people complaining about how jump 4 looks when they actually have a chance to play this map. Kudos.
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Old 09-27-2007, 10:31 AM   #15
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WANT.
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Old 09-27-2007, 11:50 AM   #16
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I dont care anymore either
j4 as desktop image now, and it right out is one of the best things I seen in a concmap. Machinima material.

*goes sketching on the next sequel of Indiana Jones as a concer*

p.s. try to have enough room at j1 and j2 so it doesnt turn into a spam fest, but i'm sure you know this
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Old 09-27-2007, 12:29 PM   #17
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Yea...

I've been thinking about that lately I just havn't thought of an easy solution yet for #1. I guess I could give it 2 sides that end at the same place? :P

As it is now its just a double conced U turn for jump 1, so I could make it a like a W. Like ---> UU
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Old 09-29-2007, 01:22 AM   #18
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Updated jump 1 pics are up, and I added jump 6 pics too.



On jump 6 I'm having a weird water issue which I wasn't able to find any answers to anywhere I looked. Let me start by saying yes, I do have a water_lod_control and the water is well within the range to not do what its doing.

From what I've been able to tell, it happens only when I enter a certain visleaf(shown by red wireframe lines). In the first picture I'm in the highest visleaf of this section, and the engine is drawing cheap water. However once I go down below this visleaf(shown in second picture) the water turns into expensive water. On jump 5 theres a drop MUCH farther than this one, and it doesn't do this. I believe it has something to do with being too many visleafs away from the water? Anyway if anyone has any ideas let me know...right now I'm just gonna try hint brushes in different spots to try to manipulate vis into not cutting this area up as much. If that doesn't work I'll just move the water or delete it...heh

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Old 10-02-2007, 01:09 AM   #19
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Bump, this should be on page one, best looking concmap to date.
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Old 10-02-2007, 03:04 AM   #20
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Looks great so far, thanks for actually taking the time to make your conc map actually look like it belongs on the Source engine.
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