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CS Source Map: Nickface's House Alpha 1

Posted: February 19th, 2005, 19:30
by Nickface
Ok, for those of you that caught my previous post before I deleted it, here is the RAR of the BSP and VFM files to a map I've been working on. I still have a long ways to go, but I thought I'd show my progress.

<a href="http://www.nickface.org/random/b3ta/5pu ... .rar"><img src="http://www.nickface.org/random/b3ta/5pu ... b.jpg"></a>

I'm still on the basic contruction. So take it with a grain (or several grains) of Salt. ;)

Posted: February 19th, 2005, 19:33
by Jinxx
So, how are you finding Hammer?

Have you tried to commit suicide over leaks yet?

Posted: February 19th, 2005, 21:48
by Nickface
Jinxx wrote:So, how are you finding Hammer?

Have you tried to commit suicide over leaks yet?
I'm sorta chugging along. I haven't done any map editing since Jedi Knight II, and as far as problems with leaks go, I haven't had any... ... yet. But I'm sure I'll be ready to kill something soon enough. ;)

Posted: February 20th, 2005, 13:52
by Renegatus
Jinxx wrote:So, how are you finding Hammer?

Have you tried to commit suicide over leaks yet?
I hate [quim] leaks although some simple moving around can get rid of them. Do you use the leak pointer?

Posted: February 20th, 2005, 15:40
by Nickface
So back to my shitty map, what do y'all think would work best for the map? Hostages or bombing? Either way, I think what I'd do it put the hostages or bomb sites on the top floor and basement of the house. I'd start the defending team on the ground floor and the others immediately in front of the garage, or a long ways down that side so there isn't an conflict right off the bat. I'm more than likely going to shut the large garage door and leave smaller side door open. Also, there's a large window/door thing on the back of the house, but that hasn't been made yet. Opinions?

Also, how easy is it to make custom textures?

Posted: February 20th, 2005, 15:47
by Dr. kitteny berk
hostage!

perhaps set it in a bigger area and make it a nice little hostage dealy.


custom textures are pretty easy.

http://www.valve-erc.com/srcsdk/Materia ... ation.html

Posted: February 20th, 2005, 16:14
by Nickface
Got any links for lighting an environment? Such as my outside?

Posted: February 20th, 2005, 16:15
by Dr. kitteny berk
you want an entity light_enviroment stick it in the sky (in one of the corners will look best)

Posted: February 20th, 2005, 22:34
by Nickface
Yes, that was a great help

the next version is up, just follow the same link as before. I added the lawn, driveway and some other bits here and there. There's still some things I want to do for the boundaries, but it's getting there. I'd like to hear some opinions.

Posted: February 21st, 2005, 0:28
by viper_2090
Nickface wrote: I'd like to hear some opinions.
i'll give it a go tomorrow!

i've had a look....

Posted: February 21st, 2005, 13:08
by viper_2090
nice house, very spacious!

I do like this lots! All looking pretty good I must say, but what kind of ideas have you got for the boundaries? I'm thinking you may have to go along the lines of a big wall or hedge

also gnomes in the garden would make me happy

Posted: February 21st, 2005, 13:26
by Nickface
For the boundaries I was thinking of doing the following.

Where the "road" is, we'll make it slope back up so the player can't exactly get past it. For the opposite side sloping it down and putting in the creeck that runs behind my the house. And hedges or thick wooded items for the other two sides.

My goal in designing this map is to prevent both sides from hitting each other right away. I think it'll be a hostage map with maybe hossies on the top and bottom floors. The CT's spawn at the end of the driveway, but have a few paths they could take to get into the house (down the road, outside of the driveway, "storm the front!", etc.). I just got done compiling the deck on the back of the house and some other things here and there. After I add some more stuff, hopefully we'll be ready for another version.

ooh

Posted: February 21st, 2005, 13:47
by viper_2090
good plans!

keep at it

edit: gnomes

Posted: February 22nd, 2005, 14:39
by Nickface
The next version has been uploaded. New changes include:
-Addition of the Deck, Patio and front walkway
-Shutters on most windows
-Window sizes changed
-Fireplace added (still not big enough to go into)
-Large garage door added
-Some slight texture changes
-Added terrorist spawn
-Whatever else you notice that's new ;)

Same link as before

Posted: February 22nd, 2005, 14:58
by Dr. kitteny berk
looking good so far :D

...

Posted: February 22nd, 2005, 15:54
by viper_2090
oooh nice nice!

I really like this project, can't wait for it to be finished!

What's with that middle window on the first floor? I noticed it goes into a long small passage whilst I was ninja -ing about on the roof

Ooooh, and you know you want to put a ladder in that fireplace :D

Re: ...

Posted: February 22nd, 2005, 16:03
by Dr. kitteny berk
viper_2090 wrote: Ooooh, and you know you want to put a ladder in that fireplace :D
you could put a ladder brush (the bit that lets you climb up and down stuff) in the chimney, but no model to go with it.

that way you could climb up it, but it'd look like you were climbing the wall.

Re: ...

Posted: February 22nd, 2005, 16:32
by viper_2090
Dr. Kitteny Berk wrote:
viper_2090 wrote: Ooooh, and you know you want to put a ladder in that fireplace :D
you could put a ladder brush (the bit that lets you climb up and down stuff) in the chimney, but no model to go with it.

that way you could climb up it, but it'd look like you were climbing the wall.
ooh i didn't know that was possible!

But we'll have to see what Nickface thinks

Posted: February 22nd, 2005, 16:33
by Jinxx
I climbable chimney would be cool... :D

Posted: February 22nd, 2005, 16:48
by Renegatus
pr0n posters in your room and 5punk.co.uk on the PC screen. Now.