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[WIP] RP_City63

Discussion in 'Mapping' started by Profit, Apr 23, 2015.

  1. Profit

    Profit Clockwork Customer

    City 63

    City 63 is (yet again) an industrial city which utilizes beta Combine elements, such as door towers, and retains the idea that the Combine are re-purposing buildings instead of building their own out of combine metals.
    My goal for City 63 is to make a city more largely based on the industrial district and have a central civil housing district, instead of scattering civvies around the map and having a very small and, in my opinion, sometimes underwhelming industrial districts.

    Please remember that this is nowhere close to being finished, I'm taking my time with this map and not adding too many details to avoid ripping apart lots of brushes and wasting time decorating something that might end up being scrapped altogether.

    Current City Layout (Last updated 4/22/15)
    [​IMG]

    Due to the 20 picture limit per post, information on the industrial district, the citizen housing district and the nexus will be posted below in three separate replies. (Not including the slums, development on that area is gonna be quiet)
    Don't worry, there's a lot more of the map, and I'll be adding a lot more to this thread when I can get pictures of the other districts!

    Please give me any ideas or questions you have, I'll make sure to update this thread as I update the map.
     
    Last edited: Apr 23, 2015
  2. Profit

    Profit Clockwork Customer

    Industrial District
    Screenshots:
    Entrance/CWU HQ
    Main Entrance:
    [​IMG]
    CWU Building (Lighting broke because the main factory literally blots out the sun):
    [​IMG]
    Green Warehouse, Yellow Warehouse, and the main factory:
    [​IMG]
    Green Warehouse
    Main Warehouse area (Front view):
    [​IMG]
    Main Warehouse area (Rear view):
    [​IMG]
    Yellow Warehouse
    Outside entrance:
    [​IMG]
    Inside:
    [​IMG]
    Warehouse Owner's Office:
    [​IMG]
    Warehouse Owner's Office (Door control, door on the bottom left):
    [​IMG]
    Green and Yellow Warehouse Storage Lot
    Top view:
    [​IMG]
    Main Factory (Reworked Stenographer's Chasm)
    Outside:
    [​IMG]
    Elevator (Ground level):
    [​IMG]
    Elevator (Conveyor belt floor):
    [​IMG]
    Conveyor belts (Inside view):
    [​IMG]
    CWU/Conveyor belt maintenance locker room:
    [​IMG]
    Conveyor belts (Outside view, accessed by the door on the left on the locker room picture):
    [​IMG]
    Maintenance Elevator (Conveyor belt maintenance access):
    [​IMG]
    Maintenance Elevator (Camera room):
    [​IMG]
    Camera room:
    [​IMG]
    Glass rooftop (TODO: Fix those visible brushes):
    [​IMG]
     
    Last edited: Apr 23, 2015
  3. Profit

    Profit Clockwork Customer

    Reserved for Civvie Housing District pictures/info.
     
  4. Profit

    Profit Clockwork Customer

    Reserved for Nexus pictures/info.
     
  5. Lev

    Lev certified honorable guy

    Looks nice. :)
     
  6. I actually looked at the pictures. Looks like downtown in some of them. Haha. Nice job. Have fun with it too, put some perky design into it.
     
  7. Badhamknibbs

    Badhamknibbs /me snaps neck Clockwork Customer

    Lighting is a bit off, in the green warehouse specifically; looks like you've just used pure white light entities. Use more yellowish-orange and light_spot.
    Other than that looks decent so far.
     
  8. Profit

    Profit Clockwork Customer

    Actually...
    [​IMG]
    I decided on a grey-ish because it complements most of the other colors and I didn't wanna overuse the orange hue, that color works best with the yellow warehouse and the main factory. Although the light_spot positioning and angle could be improved, the ceiling isn't high enough for the light_spot to be as useful as it could.

    I can always revisit this once I get enough of the main features in the map done and move on to making everything pretty, but that's a long ways off.

    EDIT:
    [​IMG]
    Maybe it's the brightness?
     
    Last edited: Apr 23, 2015
  9. Looks really good so far.
     

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