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CSReloaded Forums  |  General Category  |  Mapper's Delight (Moderators: slightcrazed, Grounded)  |  Topic: de_icbm WIP
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Grounded
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de_icbm WIP
« on: March 02, 2005, 05:08:06 PM »
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Just thought I'd post an early pic of the new bomb site I've made while attempting to finish slight's de_icbm. Lots more lights to go in, but I think it looks quite nice so far
 icbm.jpg
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Re:de_icbm WIP
« Reply #1 on: March 02, 2005, 05:38:44 PM »
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Cool.

ETA on a beta?
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Re:de_icbm WIP
« Reply #2 on: March 02, 2005, 06:16:37 PM »
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No idea. Shouldn't be too long seeing as most of the essentials are already in place, but there are currently lots of unlit/empty areas that need filling.
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Re:de_icbm WIP
« Reply #3 on: March 02, 2005, 06:58:38 PM »
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Mmmm...

Grounded, I think you;re the only man on the planet that can get me to drool. Except maybe Steve Jobs.
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Re:de_icbm WIP
« Reply #4 on: March 02, 2005, 07:11:15 PM »
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What can I say? I got a hankering for some octagons...
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Re:de_icbm WIP
« Reply #5 on: March 02, 2005, 07:27:18 PM »
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It looks very clean and nice Go go Grounded mapper! I'm looking forward to the final product.
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Re:de_icbm WIP
« Reply #6 on: March 02, 2005, 08:42:47 PM »
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looks good grounded
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Re:de_icbm WIP
« Reply #7 on: March 02, 2005, 09:13:40 PM »
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very nice g's 
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Re:de_icbm WIP
« Reply #8 on: March 03, 2005, 05:14:37 AM »
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Everyone seems to have spotted this thread...but did you all miss the remy_final one? Or is it just not interesting any more?
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Re:de_icbm WIP
« Reply #9 on: March 06, 2005, 09:47:13 AM »
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Dunno. I played de_remy_pre on my first day here, but I still like seeing new stuff than updated old stuff. Not to say it's worse, but I'm just checking out this WIP more.
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Re:de_icbm WIP
« Reply #10 on: March 06, 2005, 10:51:02 AM »
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Fair enough. Here's a pic of the new T spawn I'm working on. It's a bit empty atm but more foliage and grass sprites are on their way.
 icbm2.jpg
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Re:de_icbm WIP
« Reply #11 on: March 06, 2005, 01:22:34 PM »
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It doesn't even look like the same map.

That's a good thing though. And I'm sure you cleaned up my brushwork quite a bit. :-)

Nice job so far.

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Re:de_icbm WIP
« Reply #12 on: March 06, 2005, 01:31:41 PM »
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Actually the two pics I've posted are the two areas that have been altered most heavily - the rest of the brushwork (and the layout) remains pretty much intact. The outside area needed to be redone from scratch though since it would have been a nightmare to try and complete it as it was. The bomb site pic in the first message looks totally different because that room was almost completely empty - it only had two big storage tanks in it. More pics soon
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Re:de_icbm WIP
« Reply #13 on: March 06, 2005, 07:00:43 PM »
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Many of the rooms were either half done or in flux - the only room that I was really happy with was the main Bomb site with the 2 big fuel tanks in it and the glass - and even that one I hadn't done any textures or lighting...... man, you don't know how many hours I spent doing and redoing that map - and I was never happy no matter how it turned out. Here's to ya for giving it a go.

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Re:de_icbm WIP
« Reply #14 on: March 08, 2005, 07:03:59 AM »
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I think the choke point is pretty cool (the room with all the consoles/screens) and it's being left pretty much as it was. The high up corridors with the glass panels looking down over it are sweet
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Re:de_icbm WIP
« Reply #15 on: March 08, 2005, 09:03:50 PM »
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That was where I ended up spending a majority of my time was on the overhead corridors, in fact, that idea was what spawned the whole map. I wanted an indoor close quarters map with one main choke point that would just turn into t bloodbath.

I'm actually kind of excited that you're going to finish it (hopefully).

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Re:de_icbm WIP
« Reply #16 on: March 09, 2005, 04:23:20 AM »
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Right now I'm just working on basic lighting and detail in all the connecting corridors then it'll just about be ready for a beta release
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Re:de_icbm WIP
« Reply #17 on: March 09, 2005, 10:41:19 AM »
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SWEET!
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Re:de_icbm WIP
« Reply #18 on: March 11, 2005, 08:32:22 AM »
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More detail in T spawn:


Side room looking into B:


Connecting corridor approaching A (CT spawn):
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Re:de_icbm WIP
« Reply #19 on: March 11, 2005, 11:38:41 AM »
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looking good
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Re:de_icbm WIP
« Reply #20 on: March 12, 2005, 06:19:54 PM »
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A rather empty CT spawn - might see if I can find some vehicle model to plonk by the big door:


The other half of CT spawn. It may need to be separated from the main part since the area is large and r_speeds are climbing with the new detail. Notice the non-transparent window - doh!
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Re:de_icbm WIP
« Reply #21 on: March 13, 2005, 12:53:04 PM »
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A rather busier CT spawn:
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Re:de_icbm WIP
« Reply #22 on: March 13, 2005, 12:54:09 PM »
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Cool.

I don't see any ICBMs anywhere?
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Re:de_icbm WIP
« Reply #23 on: March 13, 2005, 01:02:30 PM »
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They wouldn't just leave them lying out
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Re:de_icbm WIP
« Reply #24 on: March 13, 2005, 01:32:33 PM »
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I think in one of the rooms you should have a window that looks into the ICBM launch chanber. Just a thin horizontal window, maybe with a metal screen or perhaps a slit with a metal cover over it that you can open with a button, just to tie it back into the name.

Looking good Grounded.

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Re:de_icbm WIP
« Reply #25 on: March 13, 2005, 02:05:21 PM »
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The things I posted in the first pic...



...were supposed to be launchers of sorts, but they weren't built based on any images or real sense of logic. I was gonna put a missile poking out of one but it was becoming fiddly (preventing bomb falling down in unreachable places) and I canned it.
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Re:de_icbm WIP
« Reply #26 on: March 13, 2005, 02:38:04 PM »
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unbreakable glass doors? So you can at least see them?
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Re:de_icbm WIP
« Reply #27 on: March 13, 2005, 03:07:09 PM »
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I really cant wait to see what you can do with the new source engine, Grounded. geez
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Re:de_icbm WIP
« Reply #28 on: March 13, 2005, 04:18:30 PM »
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It's gonna be a pain relearning to map! Maybe if I wait long enough by CD drive will evolve DVD capability...
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Re:de_icbm WIP
« Reply #29 on: March 13, 2005, 05:48:03 PM »
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Its actually pretty easy...the only 'new' things you would really have to learn are the physics entities...and that didnt really take me that long.  I can do some pretty neat things with it, and i suck at mapping.



PS those are swinging lights 
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Re:de_icbm WIP
« Reply #30 on: March 14, 2005, 07:04:03 AM »
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Nice I guess they finally went ahead and allowed entities to be bound together.
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Re:de_icbm WIP
« Reply #31 on: March 14, 2005, 03:50:26 PM »
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well you can bind prop_dynamic with a phys_constraint (i think thats what its called) + an entity that calculates the physics movement (phys_calculatemovement?? -im too lazy to check) + a phys_ballsocket that is attatched to the cieling...and then set the parent of the light_dynamic to the prop_dynamic...oh yeah and an entity (once again too lazy to check) that creates the effect of an actual light if you look directly into it (IE it hurts your eyes) and set the parent of that to the prop_dynamic as well...its not really simple, but its easy

there are sooooooo many possibilities with the influx of new physics entities.
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Re:de_icbm WIP
« Reply #32 on: March 14, 2005, 04:36:10 PM »
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There were so many possibilities before...if only they'd let you bind objects to multiple ents. There was a mod called Spirit of Half-Life that coded it in, but I've never tried it.
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Re:de_icbm WIP
« Reply #33 on: March 14, 2005, 04:49:05 PM »
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Spirit was cool, you could do things like make a moving vehicle with a gun turrett on it - a lot of people at the VERC forums mapped for spirit almost exclusively. I dabbled in it a bit, before I started CS mapping.

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Re:de_icbm WIP
« Reply #34 on: March 14, 2005, 04:55:06 PM »
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Sadly vehicles in HL are a bit sucky. Did they fix them up in SoHL?
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Re:de_icbm WIP
« Reply #35 on: March 18, 2005, 06:55:34 PM »
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http://www.csreloaded.com/files/bomb/de_icbm_b1.zip
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Re:de_icbm WIP
« Reply #36 on: March 18, 2005, 07:23:35 PM »
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Been there done that.
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Re:de_icbm WIP
« Reply #37 on: March 18, 2005, 07:30:28 PM »
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Well done To be fair you did get the link a couple of hours early...
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Re:de_icbm WIP
« Reply #38 on: March 19, 2005, 03:20:47 PM »
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We just had a nice impromptu test There were some issues as usual:

-You can fall down and get stuck behind the tanks in CT spawn
-Loads more signs to A than to B!
-Need stairs for Ts to get easier access to glass corridor
-Missing bomb site decals in B
-Can get caught on hand rails - need to be clipped
-Easier for Ts to reach main choke - CT spawnpoints might need to be moved closer

Obviously the next version will have better visuals/detail and improved performance. If anyone spots any other mistakes or glitches post them here

Grounded taking a screen after being on the receiving end of a T rush:
 de_icbm_b1.jpg
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Re:de_icbm WIP
« Reply #39 on: March 19, 2005, 03:51:48 PM »
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it was VERY cool guys,thumbs up,really enjoyed it
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Re:de_icbm WIP
« Reply #40 on: March 19, 2005, 04:07:38 PM »
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^^ Makes me wanna play some CS
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Re:de_icbm WIP
« Reply #41 on: March 19, 2005, 05:02:46 PM »
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Head down, power through T-Rex
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Re:de_icbm WIP
« Reply #42 on: March 19, 2005, 05:09:42 PM »
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map reminds me of something out of farcry...a high-tech building in the middle of the jungle...good map btw
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Re:de_icbm WIP
« Reply #43 on: March 19, 2005, 05:20:06 PM »
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It needs a bit of tidying up and polishing, but yeah I'm pleased with it slighty did a good job on the layout to begin with
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Re:de_icbm WIP
« Reply #44 on: March 19, 2005, 07:35:56 PM »
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Quote from: Grounded on March 19, 2005, 05:20:06 PM
slighty did a good job on the layout to begin with

Awwwww shucks. 'Twas nuthin.

slight
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