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City 2 Development

Discussion in 'Mapping' started by Dremek, Sep 8, 2014.

  1. If you want to help out with the project, whether it be mapping, prefabs, textures, ideas, PM me.

    Kane gave me City 2.

    To be honest it was a moronic move to restrain it to my shitty community.

    Here is the workshop page:
    http://steamcommunity.com/sharedfiles/filedetails/?id=307532376

    The train sounds were a bug I knew how to fix using server.cfg (ent_remove_all func_traintrack) But never got around to fixing in the map.

    The next version is going to be the public one with a shitton of bugfixes and new areas. (Like train sounds.)

    I'm going to be posting some of the stuff that I'm working on in the map, and what I have planned. I'll be providing screenshots/videos and whatnot.

    Here we go;

    Day 1

    First off, I'm going to be expanding the sewers, so I'm looking at some things from the old leak pack to get a general idea of "beta themed". One of the things I got from it was this huge sewer drain, which I converted to a waterfall. (Still need to darken the particles a bit.) Thought it might make for some interesting roleplay (threatning to throw someone off the edge, etc)

    Here's a video; https://www.dropbox.com/s/u9dn5qqpg14s4j7/waterfalltest.mp4? (No download required, it'll autoplay in the browser.)
    Day 2

    Didn't do much due to me being busy. I finished up the drain pipe (added the waterfall to go all the way to the bottom, fixed all of the sounds, and added a little pond (that will still kill you if you fall into it) and a small drainage into a grate (it doesn't just go into blackness anymore)) and added it into the map, along with a special stairway/tunnel thing. It's still not connected to the map. I also added some hallway/rooms to the other end of the walkway that goes over the train. Here are some images:
    [​IMG]
    [​IMG]

    Day 3

    Sick all day, couldn't get to my main computer with hammer installed.

    Day 4

    I optimized for a couple hours, not much to show.

    Day 5

    I worked a couple hours today! Whoo! What I did today:

    - Connect the maintenance rooms to the bottom of the track.
    - Expanded the maintenance with a stairset / room.
    - Connected the ramp to the sewers, fixed up the bottom of the drain with a trigger that destroys anything that falls into it.
    - Made the drainage pipe reach the bottom.
    - Cubemaps
    - Fixed leaks for an hour.
    - Made the map day, with a day/night cycle + sun included.
    - Details on some stuff.
    Here is a video!: [COMING SOON]
    Day 6
    EDIT:

    - Tweaked the skybox for a couple of hours.
    - Worked on the new skybox. (It uses the HL2 Beta Nexus!)
    - Fixed a couple of missing textures and models.
    [​IMG]
    [​IMG]
    [​IMG]
    - Fixed some skybox clipping, which widens the walls on the train path.
    [​IMG]
    [​IMG]

    Here is a video, sorry it's so fast, I had a timelimit. https://www.dropbox.com/s/706b4p30sfppc7h/daysomethingsewers.mp4?dl=0

    Also I removed the day/night / day lighting, as it doesn't really suit the map. I'll work it out in a later version.


    Day 7
    Today's Log (I'll update it as I go.)

    - Fixed up the bottom of the trainstation so that the train parts cannot be accessed by players via combine forcefield, along with fixing some nodraws on the bottom of the track. (Which originally wasn't meant to be accessed by players. Also added a ladder rope so you don't fall and hurt yourself when jumping out the wall blast. (There is a rope under it.)
    [​IMG]

    EDIT: I added a rope from the powerline to the combine barrier for a sexier look, not gonna repost the screenshot though.

    [​IMG]

    - Fixed up all of the Beta/Leaked posters to fit City 2. Check 'em out! (All of these had normal maps, which I had to edit aswell. 'Twas a true pain in the ass.):
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    Day 8
    - Connected the drain to a part of the sewers, you can climb out the water into a shaft which leads to it.
    [​IMG]
    [​IMG]
    - Added the beta lambda symbol to one of the areas, and using func_brush, it's removable with the toolgun, physgun, or /entpermaremove if you have that plugin. Thought this might be useful for servers who don't want lambda / the symbols.
    [​IMG]
    - Fixed up the ladder, a clipped displacement, and the invisible wood.
    [​IMG]


    Day 9
    - Was only on for about an hour. I got the Consul room from the leak pack, retextured it, and have it corrently positioned within the map to be implemented. This texturing is WIP, until I can find what looks perfect.
    [​IMG]
    [​IMG]
    [​IMG]

    Day 10
    Did judgement waviers. Was only on for a little bit.
     
  2. Sheeplie

    Sheeplie Hi.

    Yay.


    User was warned for this post by Tommy (Shitposting).
     
  3. Martz

    Martz Guest

    Kemerd, did you really decide to release that map to public?
    If so, I congratulate you for doing something right.
     
  4. I downloaded the map on steam workshop and it crashed my gmod each start up :( stupid workshop :p

    I would post the BSP, i'll download the BSP from workshop for now.

    I'll try it in a moment.
     
  5. Unfortunately I haven't gotten much done in the past 2 days.

    Hopefully tommorrow will be better.
     
  6. TheHipster

    TheHipster rhenz is a fairly decent fellow

    Can't wait to see all the copy pastes for this map.


    User was slapped on the wrist for this post by Tommy (A derailing post).
     
  7. alexanderk

    alexanderk a Legend

    Kane is still in the mapping business? Holy shit - tell him Void and alex say 'hello'
     


  8. Fuck off, please.

    Thanks.

    I'm not working on this map to get insulted.





    -snip-

    Not anymore, he's told me that he's too busy. (That's why he handed the .vmf over to me to continue work.)

    Between City 2 and the huge pack of VMF's I've gotten, I'm pretty sure I got the "leak/beta" feel for the map.
     
  9. vexus

    vexus ej rockwell's worst nightmare Staff Member Manager Legend Clockwork Customer

    omg youre a fukin dumass m8 fuk off scrub



    OT: Map looks pretty good I guess. I'll take a look later and give my thoughts.
     
  10. TheHipster

    TheHipster rhenz is a fairly decent fellow

    oh no my post was assinine!!!!1

    yeah, i'm basing it off some facts bud. ;)


    User was slapped on the wrist for this post by Tommy (A derailing post).
     
  11. Waiting on the rage reply;

    [​IMG]

    Anyways, not going to derail the thread any more.

    After a couple minutes I'm going to snip my posts.

    -snip-

    Shoutout to Martz for helping me fix some bugs, point out some things, and help me find missing textures.

    Feel feel to spam me with suggestions on this thread, via PM, or on Steam.
     
  12. NightAngel

    NightAngel Fuck off Lev

    Guys, quit fighting before this thread gets locked.


    User was slapped on the wrist for this post by Tommy (A derailing post).
     
  13. TheHipster

    TheHipster rhenz is a fairly decent fellow

    I need to grow up.
    Kemerd the copy paster god/Shit-Voter/Shit-Posted to Legendary is telling me to grow up.

    Alright guys, from this moment on I will be far more 'Mature' In kemerd standards, don't you worry.


    User was slapped on the wrist for this post by Tommy (A derailing post).
     
  14. vexus

    vexus ej rockwell's worst nightmare Staff Member Manager Legend Clockwork Customer

    Continue derailing [member=5152]TheHipster[/member] and I'll get Tommy here. Put the thread train back on it's rails and continue.


    User was slapped on the wrist for this post by Tommy (A derailing post).
     
  15. TheHipster

    TheHipster rhenz is a fairly decent fellow

    [member=5359]Tommy[/member] come here bae.


    User was slapped on the wrist for this post by Tommy (A derailing post).
     
  16. vexus

    vexus ej rockwell's worst nightmare Staff Member Manager Legend Clockwork Customer

    I'd rather the thread not be locked because of a small derailment. I mean, it was posted so other people could see and reply to it you know.


    User was slapped on the wrist for this post by Tommy (A derailing post).
     
  17. Tommy

    Tommy used to be relevant Moderator Clockwork Customer

    get your shit back on rails

    i'm not going to warn any posts above me because honestly at this point the entire thread was derailed, but you all get slaps on the wrists

    if this gets out of hand i'll have to lock it, but i'd rather not since this map looks fucking awesome and i want to see it through its development



    any ETA on the completion of this map?
     
  18. Martz

    Martz Guest

    [member=3360]Kemerd[/member] says he'll need to optimize the map, add in a Judgement Waiver and fix some bugs then he'll push out the next release.
    The map looks pretty nice IMO, reminds me of the WC mappack and all.
     
  19. A couple weeks for a nice version that is /probably/ ready for use.

    Then afterwards it's just new builds and shit, like City 17, or Industrial.

    My current to-do list:
    - Fix Nexus Doors to Be Combine-Only
    - Overhaul the CA Office
    - Fix the Nexus Armoury
    - Add in an interrogation room and a training room to the Nexus.
    - Finish the maintenance rooms and drainage area.
    - Fix all the broken doors.
    - Add in a couple extra shops/buildings (to the broken doors)
    - Open that blocked off plaza.
    - Add another apartment to the second plaza.
    - Add something special to the second plaza area.
    - Add judgement waviers in.
    - Fix the backwards elevator buttons.
    - Fix the shitty doors that won't open right.
    - Don't forget soundscapes to the new areas you shit.
    - Optimize, 26 hour compile time on Final isn't practical. (It takes 3 minutes on fast mode, though.) func_detail for at least 2 days straight.
    - Apparently some places are nodrawed by accident.
    - Fix train noises.
    - Fix shiny textures.
    - Overhaul the spawn area. (Maybe add a train sound each time a player spawns in? :O)
    - FIX THE FUCKING LADDERS, JESUS CHRIST.
    - Add the special area that leads into an old mining tunnel which is /mostly/ caved in.
    - Connect the maintenance rooms to the huge sewer drain.
    - Add ration sounds.
    - Add ash that falls across the entire map. (bitch do that shit via lua)
    - Day Night Cycle + A default day skybox.
    - Finish a 3D skybox with the leaked nexus and smokestacks, clouds, and shit.
    - Convert the City 17 posters to City 2.

    The cool thing about City 2 is that the sewers are actual sewers, with no bullshit, it's mostly water.

    EDIT: Feel feel to post ideas, though it's up to me and engine limitations whether or not they'll be added.

    Also, planning on naming the next version: rp_city2_r2; R standing for Release and the number standing for the release number, so the next push would be; rp_city2_r3, etc, and so on.
     
  20. Necrosis

    Necrosis Guest

    The map also has a very loud ambient sound in the background that I can't figure out what it is. I'm not sure what's making it, but it's just loud and everywhere.
     

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