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de_dust3d_v2 [25-May-06]
Topic Started: May 9 2006, 09:10 PM (163 Views)
mr-thermaltakeŠ
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During the time of the creation of the map i will use this thread as my own wip journal.

Week 1
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By far the most compilcated week sofar. My first objectives were to strip down the areas i knew needed working. This included A Bombsite, B Bombsite, and Side Corridor along with the Roof floor.
I firstly started off at A. Got rid of the 2nd doorway closest to the site and removed that ugly looking grassy area. It really didnt suite to have such a area on a dust map. I then focused my attention on that empty roof. I knew i couldnt leave it like that. Looked to empty. So i simply expanded the first floors outer walls high. It kept it simple and made it look like it was part of the building instead of being added later. This opened up the area and gave it more of a even balance between team objectives. I still need to work on the side walls as it looks empty and feels like theres nothing behind it.
I also had to work on B site lots more. The site in dust3d really is empty and surrounded by thin walls. And you get to see it while on the roof. So i knew something serious had to be done here. I first started off by populating around the site with houses. 2ndly was the side corridor in which i see as a important choke area. In its previous state it was plain. Didnt feel like a chokepoint due its lack of detail . I decided to make a area similar to that of Inside (Under Roof) This was definitely a challenge for me. I picked out lotsa brush errors in my previous version so i had to really spend a fair bit of time on all the brush sizes and alignments to ensure the new area will sit nicely into its spot. I kept the small water and only lowered it into the ground. I built up and around the area. Feels like a undergound passage for the temple above. I stuck with the same temple design which you see throught t he map. Theres a open area in the roof which lets sun come in and provide ambient light. This area by far looks one of the best. The feeling of it is insane and really balances out the area

Week 2
Ok now heres some fixes thanx to drygorrrrns pin pen of doom
Im really liking it atm and now i know what to turn that empty 2nd floor area into. Hopefully ill have that done for next update;

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That 2nd last pic is the area im talking about
Not much in this update. This was more fixing some of the bugs pointed out and touch ups on certain areas. Site B now looks much more within the map.

And heres a screenie of how i have to map with a 9200se. As you can see i have no 2d wireframe views. so all that new stuff was done by looking at the 3d view to make sure they match :)

Lovely
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Week 3
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This update i rebuilt the T-Side Roof making it a much more eye candy and realistiv environment. The scene is built of a semi-sized temple which youll be able to notice in the screenshots. The full compile will make the area look much more better.
I also updated the CT-Side Roof. Rebuilt the plain walls and added decals and windows to the walls. Makes it feel less empty. I wanted to keep the same feel and look of this area as i was pretty happy with it in the first dust3d. My objective was to spice it up abit and i think iv done a good job of it. I also added the temple buildings behind it where previously it was a empty roof. Looked very bland and could see straight they the empty sky. I also changed the water texture on both the B Bombsites water and the pool.
Finally some texture tweaking was done as some areas i found to be out of alignment.

Week 4

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It was the other bombsites turn this week. The base of it didnt change but i edited the corner to make it more detailed and abit more architectual. Its kinda like a verandah now.
I also worked on the ladders that take u up to the 2nd floor and the one to go from the water up to B site. I made them real ladders with the prop entity and just added a ladder entity to it. Looks more realistic now. I started work on ct spawn. Im thinking of making it similiar to that of A site. I want to keep a constant theme with the map. Personally i really like tight areas with spaced roofs. It adds nice lighting effects and allows me to add a few special effects (fog, dustmotes, glares etc)
I worked abit on the lower B area where the water is. Added a few boxes and changed a few around. Ill be adding some decals to make it feel more full, The walls kinda look empty at the moment so ill be working on that.
I finally just fixed some buildings in the background to give it more of a flow building to building. So it doesnt feel like there all seperate.

Tech Stats
Fast Compile Time: ~6-9minutes
Current BSP Filesize:~10.8mb
Expected Size: ~15mb
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Tradjik
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I'm probably blind as fuck, but it doesn't look like you've changed anything to me..
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boba_fettish
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bombsite looks better. screenshot 4 looks cool.
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mr-thermaltakeŠ
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yes you arre blind as a fucking fuck

(btw its a V2, dont expect a entirely new map)
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mr-homer
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Yes Blind Tradjik.

Looks aiiiiite dawg fo sho. see youve stopped the ppl looking to the bomb site ppl with that little bit of housing gooooooooooooooood. and the bomb site a with the over hang verrrrrrrry riggly
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Massacre
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looks pretty cool therm. Your getting good at map making
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Kn!LB
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n00b Moron
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im blind too... it all looks the same and how the fuck we gonna play it together lol :unsure:
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Kn!LB
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n00b Moron
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oh yay i notice it now, u got rid of the truck :lol:
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mr-homer
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really? dam didnt look hard enough. the truck was the best cos it fliiiiiiiiiiiies fliiiiiiiies why not keep it :(
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