dm_Petrol
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Re: dm_Petrol
Posted by RabidMonkey777 on Mon Dec 6th at 7:52am 2004


Since Petrol's changed so much since it's original posting, I've started a little forum thread to keep y'all notified of updates.

To start off, I've redone a bit of the map and have uploaded 28 new screenies for you to look at here




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Re: dm_Petrol
Posted by Spartan on Mon Dec 6th at 10:03am 2004


Your map looks like fight scenes taken from the Matrix films.

[addsig]




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Re: dm_Petrol
Posted by Hugh on Mon Dec 6th at 10:38am 2004


/me wonders if that's a good thing for the Monkeh. Excellent work Mr. Monkeh but I've already told you that. [addsig]



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Re: dm_Petrol
Posted by Crono on Mon Dec 6th at 4:46pm 2004


? quoting Spartan 34
Your map looks like fight scenes taken from the Matrix films.


Sorry, no, they look more like they're out of HL2. [addsig]




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Re: dm_Petrol
Posted by ReNo on Mon Dec 6th at 9:23pm 2004


Wow, some very nice stuff in there! I think your interior lighting is pulling down your architecture by being too flat and without contrast, and a few of the outside buildings look a little awkwardly shaped, but otherwise its looking very very good. Can't wait to test this one
[addsig]




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Re: dm_Petrol
Posted by Spartan on Mon Dec 6th at 9:42pm 2004


? quoting Crono
? quoting Spartan 34
Your map looks like fight scenes taken from the Matrix films.


Sorry, no, they look more like they're out of HL2.

You dare disagree with me. I shall smite you with a thousand virgin women. How do you like that Mr. Smarty Pants? Hmmmmm

[addsig]




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Re: dm_Petrol
Posted by Bantam on Mon Dec 6th at 9:45pm 2004


Is it just me, or does being smited down with a thousand virgins sound quite nice?

Anyway, nice map. I can kind of see that the 4th and fifth screens do look a bit like the rooftop scene in the Matrix when Neo swings about on a pole a bit.




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Re: dm_Petrol
Posted by Cassius on Tue Dec 7th at 12:14am 2004


? quoting Spartan 34
I shall smite you with a thousand virgin women. How do you like that Mr. Smarty Pants? Hmmmmm

That wouldn't be so bad.

[addsig]




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Re: dm_Petrol
Posted by Crono on Tue Dec 7th at 1:27am 2004


? quoting Cassius
? quoting Spartan 34
I shall smite you with a thousand virgin women. How do you like that Mr. Smarty Pants? Hmmmmm
That wouldn't be so bad.


No, it wouldn't.
I should disagree with you more often. [addsig]




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Re: dm_Petrol
Posted by satchmo on Tue Dec 7th at 6:13am 2004


? quote:
Is it just me, or does being smited down with a thousand virgins sound quite nice?


Perhaps Spartan 34 thinks it's bad because he prefers hairy guys? Hey, there's nothing wrong with that.

But let's get back to the main topic here...

Simply amazing, Rabid. The outside environment is finally worthy of the majesty within. I like the freeway signs especially, and also the big 3D "Northern Petrol" signs. These details really breathe life into the map.

However, I did notice a few things. Was that a light_spot in front of the exit sign in "dm_petrol0043.jpg"? I trust you're going to replace that setup with true texture lighting later on.

Also, in "dm_petrol0053.jpg", I think it'll look nicer with some railing along the walkway leading to the door. Besides, in a real setting, the employer probably would want to install some railing to prevent escalating worker comp's premium.

But it's needless to repeat that I am anticipating the final version of this map.
[addsig]




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Re: dm_Petrol
Posted by RabidMonkey777 on Tue Dec 7th at 6:50am 2004


Thanks for the comments, all

? quoting ReNo
a few of the outside buildings look a little awkwardly shaped

Any ones in particular? I designed the white concrete one to look a little angular and strange to prevent it from being too bland and conform with all the other buildings but I wonder if I went a bit too overboard with it

? quoting satchmo
Was that a light_spot in front of the exit sign in "dm_petrol0043.jpg"

It's a light_spot, yes. Mainly because texture lighting just adds an overlay-ish effect to the light itself with my exit signs (reminiscent of how loads of lighting effects were done in NS) and doesn't seem to actually light the area around it very much.

Railing is a good idea. I'll add that in the next compile.

Again, thanks for the comments.




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Re: dm_Petrol
Posted by ReNo on Tue Dec 7th at 7:01am 2004


Its the sides of the white building that get me the most, it ends too abruptly or something.
[addsig]




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Re: dm_Petrol
Posted by Cassius on Tue Dec 7th at 3:33pm 2004


The only parts I don't like are the indoor parts. I suppose I would have to walk around in it to really give a clear answer, as neither of the shots for the area paint a good picture of what it looks like in their, but the lighting looks kind of fuzzy and badly colored from the screenshots. Otherwise, it looks great, the first good competition entry I've seen.





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Re: dm_Petrol
Posted by pepper on Tue Dec 7th at 3:42pm 2004


congratulations on behalve of the RUST Gamdesign staff. you won whit a majority good to see this map is going somewhere.
[addsig]




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Re: dm_Petrol
Posted by satchmo on Tue Dec 7th at 4:35pm 2004


Rabid, I don't know whether you plan to add a new section to your map, but I came across a picture of an oil refinery, and it occurred to me that the maze of pipelines (and the fact that some of them are highly explosive) will make a wonderfully fun place to have a deathmatch.

http://www.rca-arc.ca/Burtynsky,%20E.%20Oil%20Refinery%20Saint%20John,%20N.B.,%201999.jpg

It'll fit right in with your Petrol theme. Perhaps you can build this refinery right adjacent to the warehouse-type area you have there?

To make interesting gameplay, you can have some of the pipes just spurt out super-heated steam when damaged, and some will catch fire (but not explode). Build multiple stairs into this forest of hell and stash some real nice goodies in them, so despite the threat of death, people would try to venture in.

What about an open tank of crude oil? Is it possible to simulate crude (with the right viscosity and color) in Source? Some player can fall inside this molasses and then you can shoot at it to have the whole thing light up in flame. Wouldn't that be the coolest way to kill someone?
[addsig]




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Re: dm_Petrol
Posted by Yak_Fighter on Tue Dec 7th at 4:55pm 2004


If you can, I'd suggest having smoke coming out of those smokestacks. It would add to the atmosphere and make the place look even more 'alive'. I know there's an entity for this specific purpose, but I forgot what it was called...

[addsig]




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Re: dm_Petrol
Posted by RabidMonkey777 on Tue Dec 7th at 8:11pm 2004


env_smokestack.

I had them up there but forgot to set 'starts on' so they're a bit b0rked atm.




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Re: dm_Petrol
Posted by ReNo on Tue Dec 7th at 8:37pm 2004


/me cries at the number of props that would require

/me feels stupid for not looking at the second page before making my post, and thereby having it make little sense.

[addsig]




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Re: dm_Petrol
Posted by azelito on Tue Dec 7th at 9:53pm 2004


/me cries at Reno's ignorance

Oh wait, I would put that in lightblue text but I prefer not to make my jokes obvious since that sort of adds to the tension in the room. Dont you think?

[addsig]




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Re: dm_Petrol
Posted by RabidMonkey777 on Tue Dec 7th at 10:30pm 2004


I'd planned for a refinery-type setting with all the pipes and such. I'm thinking I'll expand the area behind the building to have a little courtyard type thing so it forms sort of a U shape when looked down upon from above, then I can have some interesting theme with the pipes going on there.




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