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[WIP] - City 17 (Build 210)

Discussion in 'Mapping' started by 221boy221, Dec 25, 2012.

  1. sprite

    sprite better run through the jungle

    GET HYPE. GONNA LOOK AT DAT BAD BOY OF A MAP RIGHT NOW, LET'S GO.
     
  2. Let us know what you think of the new build as always!
     
  3. SwiftingFinest

    SwiftingFinest Clockwork Customer

    Looks nice, It looks well made.
     
  4. Another Mile Stone hit!
    [​IMG]
    As always thanks for the support and suggestions everyone!
     
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  5. City 17 is the most Subscribed and Top Rated Half-Life 2 RP Map as of (12/10/15) on GMOD Workshop

    66th most top rated out of 6954 maps

    When I first started working on City 17 I never thought it would gain any sort of attention apart from being ran on a server me and Kill22pro were running let alone the response we have received over the time it has been released to the public. I remember seeing 6k Subscribers on the workshop page and being over the moon and I did not believe it I was very proud and even told my friends at college and my family and even made a celebration video (link below). I would like to say thank you again for the continued support and it has been a pleasure working on the map these past few years and its sad to see the final build coming up but it will be a chapter of my hobby coming to a close but a new chapter will begin. -Dan22
    (Old 6K C17 celebration video: https://www.youtube.com/watch?v=w6hQjep9tqw)
    As for other news stay tuned for updates on the final build and any last minute small suggestions let us know here.
     
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  6. 221boy221

    221boy221 Kill22pro

    I am currently working on a prototype canals part which /might/ be added in future versions of City 17. (Of course, as part of the sewer revamp)
    If you want to check out the live development, tune in on: http://www.twitch.tv/kill22pro [Stream Ended]
     
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    Last edited: Jan 7, 2016
  7. Loucouss

    Loucouss Clockwork Customer

    Very nice map by the way!

    Alright, but, where is the vmf? Also, why couldn't we edit the map just if we need to meet each server's requierements? (I'm doing this for my Black Mesa RP server, and it's fun to edit maps!)
     
  8. I made a possible new additon to the map (still WIP): Combine underground complex

    [​IMG]
    [​IMG]
    [​IMG]
    Wall and floor textures are custom and made by Dan22
    What do you guys think?
     
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  9. Gives me a Raising The Bar vibe, love it!
     
  10. Gj with the volumetric light models
     
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  11. Oh... well, that's pretty nice.

    I'm personally not very much into the map since it's kinda a copypaste of City 17 (even the nexus IMO with the Nova Prospekt look; a more original layout would be better for me), but more customized areas like this would be nice.
     
  12. I'm working on City 17 again and I have been making some custom models and materials for the map and expanding the underground area!
    Everything below Is WIP and will change or not even be added to the map!
    Custom Man Hole Model:
    [​IMG]
    New Underground Room:
    [​IMG]
    Custom Glow In The Dark Decal (Idea from "Transmissions: Element 120"):
    [​IMG]
     
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  13. Made some more progress this evening, still a lot of work to do!
    Keep in mind this is not the final product and is still WIP and may not even be added to the final map

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    What do you guys think?
     
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  14. karl-police

    karl-police Hotrod turret Clockwork Customer

    That there are Xen lights....
     
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  15. I can see why some may dislike the Xenian lights, but I personally love them as a unique light source. Everything else looks really good. There is an odd green glow that lights up the Lambda and the "No Hope" that look cool but are kind of randomly there with no reason or source.
     
  16. redcatjack

    redcatjack Moderator and Map Developer Staff Member Moderator

    Dan was going for a Glow In the Dark paint, that is why it glows
     
    • Informative Informative x 1
  17. Some of the buildings are shoddy, plain, and sometimes make no architectural sense. I've been decorating some of them with props for the time being, but it'd bee cool for the map developer to make the buildings a little more like a pop up book, design them to look like a commuist bilding of old days rather than a cinder block that just "works." For example there is this one buildings in particular that looks quite unattractive, an appartment building that has no charisma or character, and it isn't a very good place to invoke roleplay. Roleplay is more imagination than anything, but it would be easier to make a story in an environment that compliments the theme. rp_city17_build2100000.jpg rp_city17_build2100007.jpg
     
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  18. karl-police

    karl-police Hotrod turret Clockwork Customer

    func func func func func
     
  19. 221boy221

    221boy221 Kill22pro


    I sure agree with you on the fact that a lot of buildings look dull and need a rework, or a polish at least.
    The struggle is continuous, while developing the map and getting better at mapping myself I feel disgusted when looking at certain parts of my own creations. However we can not update and make everything better, even though Dan and I sure want to. It is just is not realistic.

    But that does not mean that we do not try, so I thank you for giving us feedback regarding this topic. It sure is something we think about a lot.
    This was the main reason why we decided to put our focus on improving the Industrial area back in Build 210. The area didn't give us any feel of immersion and its layout was... well, basic. Too basic. It is sometimes hard to know exactly what makes the player feel more immersed, though I think we did well on that part. (Especially if you look at the comparison of old vs new :confused:)

    As many of you know, the project is going really, really slow. Slower than we would have wanted it to go. But we still work on it from time to time, especially these last months. With our time, inspiration and resources (source engine limits) being limited, we had to make some final decisions as to what we would improve upon and what we wouldn't. Because the reality is, we do not want to be working on this for the rest of our lives, there must be an end to the book in order to start another. :)

    After collecting feedback from over multiple communities and game-play sessions that we participated in ourselves these last years, we have decided to work on recreating the Sewers as well as the area with the horse statue.

    As seen in the screenshots by Dan, we are trying out multiple different ways of building the new sewers. I have also been working on an area, which has yet to be shared. Some may have already seen it and liked it, however I would like to keep it in the shadows a little bit longer just to be sure if we are actually putting it in or not.

    I guess this pretty much clarifies the current state of the map and its road ahead. The project is not dead, it is just nearing its final chapter..


    We hope you guys will stay with us till that very end ;)
     
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    Last edited: Dec 4, 2016
  20. redcatjack

    redcatjack Moderator and Map Developer Staff Member Moderator

    Agreed, Over the many times I've helped you and Dan help test different builds, I have always suggested that the sewers need to be changed. And from what I've seen you and Dan work on, it's a big improvement. (Note to public: The new area isn't to be shared at the moment)
     
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