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City 2 Development

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

  1. The /temporary/ fix is in the description.
     
  2. VeXan

    VeXan Clockwork Customer

    It's really loud... Dafuq

    EDIT: Nevermind..
     
  3. Sixxicles

    Sixxicles Guest

    I love how 3 of the 6 days you've done on this have little to no development made.
    I admire what you're doing, but only make a changelog if you've actually changed something major.

    Just some friendly advice :)
     
  4. That's a matter of opinion, although the reason I'm doing the day/week system is so it gives you a more sense of "current" instead of just getting a random changelog or in builds (You get to see the map's progress day by day, week by week.) And it's a personal motivator to work on the map /hopefully/ every day, even just if finishing up a little thing.
     
  5. Dorklord

    Dorklord SCG Admin

    I checked the map out and it looks pretty good! I like the fact that it's cramped and dirty looking, it adds a lot to the immersion. I also like how there is not a clear "slums" area. That's always one of my peeves about City RP servers. I really hate it when servers have one area where MPF are not allowed most of the time simply so heavily armed rebels can walk around carrying Assault Rifles and such.

    The only flaws are:

    The ladders
    A few doors
    That entire city block, the one where all the doors open but have nothing behind them.
     
  6. Martz

    Martz Guest

    That's already been reported as a bug.
     
  7. Worked for a couple of hours 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.
    - Started on the skybox.
    - Details on some stuff.

    Only problem is that the video is 5GB and needs to be converted down/uploaded.

    I'll post it tommorrow.
     
  8. Worked a while on it today, things are taking a bit longer than expected.

    Skybox still needs some work. (I need to fix that nexus beacon which I made superlarge by accident.)

    - 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.
     
  9. diablo1675

    diablo1675 Guest

    This is looking very good.

    Too bad I don't do HL2RP anymore, or else I'd be hyped.
     
  10. 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]
     
  11. sants1

    sants1 I'm an asshole. That's all.

    you should add a detailed torture room
     
  12. Pudsey

    Pudsey Guest

    with lasers, flames, electricity gun things and dead people.
     
  13. Thanks for the ideas.

    I'll be sure to have 5 special buttons.

    1 - Death By Gas
    2 - Death By Electricity
    3 - Death By Lazer
    4 - Death by Blade
    5 - Death by Explosives, 10 Second Timer for CP's to Run.
     
  14. Badhamknibbs

    Badhamknibbs /me snaps neck Clockwork Customer

    The rooms are lined with speciul cumbeen materal that's immune to explosions obviously, why didn't you think of that?
     
  15. Edited my post/update with posters. I'll update the main topic at the end of each day.
     
  16. 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]
     
  17. [​IMG]

    I think I just puked... What happened to using nodraw like you used everywhere else? And why does it look so terrible and not blocked off and neat looking?
     
  18. Sixxicles

    Sixxicles Guest

    because kane made all the nice bits
     
  19. So, he's like. Taking someone else's work and using it as his own and throwing on his own crappy edits?

    Edit -

    [​IMG]

    How the hell is that suspended there? What the hell... You thought shoving that there was a good idea? What? I'm so god damn confused? Why is it there? It looks so bad...
     
  20. SolaceIsntActuallyHere

    SolaceIsntActuallyHere Clockwork Customer

    If a texture is touching the black space/void, it automatically sets itself to nodraw.
     

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