GoldenEye: Source Forums

Editing and Customization => Featured Releases => Community Content => Past Versions => Topic started by: CCsaint10 on September 11, 2010, 07:46:54 pm

Title: [Level] ge_siberia_cc
Post by: CCsaint10 on September 11, 2010, 07:46:54 pm
http://www.youtube.com/v/iL_iCa9mxBY

          I know a lot of you guys may have heard about a "surface" map or "siberia" going around and I sadly never made a thread earlier to discuss/show the development of how the map was going. So now I am going to start that so I can get community feedback as well. The story behind this is Luchador (our dedicated Goldeneye Source mapper now) designed this map back in beta 1 days before he was a developer and I used to love playing it. After getting out of the trance of beta 3 that I was in when it came out (due to it being so superior to beta 1), I started getting into mapping.
          I had previously mapped once or twice before for a mod called "Dragonball: Source" in which I made some very basic third party maps. It is there that I learned how to do squares and simple geometry, but I never really took the time to sit down and actually learn hammer to its full extent, nor did I really enjoy it. That all changed when I realized after beta 4 release that I REALLY missed siberia from beta 1 days. It was such a unique map and it was so different from other maps due to its vast size, layout, and displacements. I loved it. So I asked Luchador one day if I could take his map and just change a few things like update weapon spawns, change some player spawns, add armors, and make it compatible with gamemodes. He said he was totally fine with it, which was awesome.
          So production started on "my" alpha version of siberia (surface). As soon as I got hammer up and running, I soon realized that I would have to modify some vmfs and add some textures to the map simply because they either changed from beta 1 days or they weren't available anymore. It took me quite a while learning how to do simple things like blend textures, modify vmfs so that I could customize blends and help re-create the original feel, and just learning the basics of how to make displacements. About 90% of my help was by Luchador in the beginning, and I am truly greatful for the help he has given me so far. Now that you have a brief history, I want to show you some pictures of development through previous builds and up till now.

Start of Alpha 1

Here are some alpha versions of Siberia from my first few compiles:

(http://img230.imageshack.us/img230/9458/gesiberialuchsaint0000.th.jpg) (http://img230.imageshack.us/img230/9458/gesiberialuchsaint0000.jpg)(http://img841.imageshack.us/img841/6697/gesiberialuchsaint0001.th.jpg) (http://img841.imageshack.us/img841/6697/gesiberialuchsaint0001.jpg)(http://img831.imageshack.us/img831/8895/gesiberialuchsaint0002.th.jpg) (http://img831.imageshack.us/img831/8895/gesiberialuchsaint0002.jpg)

          Notice the blinding HDR? That is me trying to learn how to level it out and trying to figure out which entities will help with that. Anyways, you are able to tell (if you played the beta1 version) that I had to replace majority of the level with just plain snow and all the details from the original such as rocky mountain sides and some skybox lighting had been lost. Aside from the HDR being too bright, this was originally where I was going to stop working on it and call it "good". I soon started learning that MANY things were wrong with the map or needed some adjustments. I also just didn’t feel satisfied with it the way it was.

Start of Alpha 2:

          After realizing that I could change this map substantially and really bring life back into, I kept working on it. I soon decided that I wanted to redo some of the layout a little bit, take out some areas, raise some areas, lower some areas, and just do what felt right. Oh boy did I soon realize what I was getting myself into.
          I started out redoing the outside lighting. Oh man, what a trip. I must have spent a few days getting the light to even display correctly due to me not knowing at all what I was doing. After countless tutorials on youtube, I finally got a result in this early build that I felt satisfied with at the time. However, it didn’t last long before it got changed again. :-) I started to play around with the brightness, change some skyboxes, change some snow textures, and try out blending of snow textures. This took me quite a while as I had to either learn it from youtube, tutorials online, or from Luchador, ESS, and Mangley.

I eventually got to the point where I wanted to change the skybox:

(http://img251.imageshack.us/img251/9434/gesiberiafinalsun0002.th.jpg) (http://img251.imageshack.us/img251/9434/gesiberiafinalsun0002.jpg)

          After looking over the map, I realized it was too colorful so I began working on changing the lighting again along with the skybox to match more of the "surface" look. I then came to this:

(http://img97.imageshack.us/img97/5434/gesiberiafinalsun0006.th.jpg) (http://img97.imageshack.us/img97/5434/gesiberiafinalsun0006.jpg)

          The skybox wasn't exactly what I wanted, but I felt like it would due for right now. I then began production on particle effects such as snow to place around the map. Little did I know that hammer is not exactly user friendly when it comes to placing func_precipitations on displacements. Snow tends to only appear at its full density when the player is at the lower parts of the brush, making the snow appear very faint if you were to walk up a displacement. Very inconvenient due to the nature of Siberia.  After figuring out that I would have to place snow brushes with each change in ground level, I began work on a LOOOONG project. It took me 3 days to fully get the snow implemented, flowing smoothly, and appearing evenly around the map.
          I then started changing the steepness and grooves in the displacements as I noticed a faulty mechanic in game play on the map during testing; there was no cover. While changing hills and mountains a little bit around, I also moved trees, rocks, and other debris around in different areas to give the player some cover during a firefight. This showed and really helped in future tests that followed. It also helped bring some more life into the level as most of it is pure snow anyways. :-)
          Upon changing the layout, I also decided to go with a blue look to the level, which at the time seemed like a good choice. Here is what the next compile came out looking like.

(http://img97.imageshack.us/img97/5599/gesiberialuchsaintv1001.th.jpg) (http://img97.imageshack.us/img97/5599/gesiberialuchsaintv1001.jpg)

          You may have noticed also that I took some textures like the stepping textures and replaced them with dirty snow. It helped really bring out the different colors in the map along with helping it feel like the original. But, development kept on and the map just didn't feel right still.

Start of Beta 1:

          Eventually, I got to the point where I wanted to add some fog other than fog_controller in to help with the cover issue and to make it have more of a snow storm look. Figuring out the different smokevolume values and what made the map look good but not destroying the frame rates was another problem I had encountered. This took many days, and by the time it reached the best I could do, it still didn't fit right. Here is an example picture of that.

(http://img818.imageshack.us/img818/2040/gesiberiafinaldecsmoke0.th.jpg) (http://img818.imageshack.us/img818/2040/gesiberiafinaldecsmoke0.jpg)

          After realizing the smoke killed players frame rates so much, similar to runway's smoke, I didn't want people to have to suffer with low frame rates for an effect that a) doesn't even look that good b) has a black tint to it even when the particle effect is defined exactly like runway's was c) decreased frame rates by about 20-30 fps which just wasn't worth it. My main goal for the map was to give people the highest frames possible while delivering the best gameplay I could manage without redoing the whole entire map. I feel like I am slowly accomplishing that too.
          Following the next playtest, I soon learned that players wanted a few variations in the map that the original just didn't have. JCFerggy suggested adding a pond (which I really did not want to do at all initially). Others wanted textures changed here and there, railings fixed, props changed out, areas modified, and so on. I originally declined the idea of a pond, but I am sure glad I decided to try it because it is probably one of the best parts of the map today. So production on the pond started which REQUIRED me to make my own texture which I had NEVER done before. Thanks to tutorials on youtube and Luchador/Mangleys help, I was able to put together my first ice texture.

(http://img651.imageshack.us/img651/5599/gesiberialuchsaintv1001.th.jpg) (http://img651.imageshack.us/img651/5599/gesiberialuchsaintv1001.jpg)

          Pretty simple ha? Yeah, it was my first texture. I didn't think it was too bad for a first try, but it definitely needed some tweaking. I then went back to Photoshop and started the whole texture from scratch again. Upon completing it the second time, I decided it would look best if I blended it with the snow. It is snowing after all. ;P

Here was my second attempt:

(http://img824.imageshack.us/img824/5059/gesiberialuchsaintv1002.th.jpg) (http://img824.imageshack.us/img824/5059/gesiberialuchsaintv1002.jpg)

          So not as bad as the first one, but still not great either. After changing the texture AGAIN, I finally came upon the look I liked. I then realized that a nice sexy reflection would add to the look as well, so I graciously had Mangley to teach me how to make a spec map for my texture through Photoshop. It was a great learning experience, but ended up being SUPER bright and reflective, to the point where you couldn't even see the blue ice texture.

Like so:

(http://img214.imageshack.us/img214/5059/gesiberialuchsaintv1002.th.jpg) (http://img214.imageshack.us/img214/5059/gesiberialuchsaintv1002.jpg)

          After playing with the spec brightness to make it less reflective, I came up with a slightly better pond.

(http://img155.imageshack.us/img155/5059/gesiberialuchsaintv1002.th.jpg) (http://img155.imageshack.us/img155/5059/gesiberialuchsaintv1002.jpg)

          However, this just wasn't good enough. Where did the snow go? What about cool reflections? Not quite there yet.

          I soon learned that making an alpha layer with my spec map was the only way I was going to get the snow on the outsides of the pond, as well as have a sexy reflection and glass appearance. Mangley was nice enough to teach me the steps of going through that again as well, which had REMARKABLE outcomes. Mangley is awesome, and his skills/knowledge showed in this.

Alpha layer added to the original texture:

(http://img819.imageshack.us/img819/5059/gesiberialuchsaintv1002.th.jpg) (http://img819.imageshack.us/img819/5059/gesiberialuchsaintv1002.jpg)

          Ehh, but I need a little bit more blue...and I want better reflections. After tweaking/adding some vmf values, I finally came up with some great results and colors. Here is what the final product turned out to look like.

(http://img840.imageshack.us/img840/5482/gesiberialuchsaintv1003.th.jpg) (http://img840.imageshack.us/img840/5482/gesiberialuchsaintv1003.jpg)(http://img836.imageshack.us/img836/5482/gesiberialuchsaintv1003.th.jpg) (http://img836.imageshack.us/img836/5482/gesiberialuchsaintv1003.jpg)

          Much better result isn't it? This was a fantastic learning experience. After finishing up the pond, I then (with some help from Luchador of having me try some brightness and lighting settings) was able to change up some of the lighting of the map and make it a little more complicated and not as blue/simple like it was before. Here are the changes that occurred.

(http://img651.imageshack.us/img651/9076/gesiberialuchsainttestv.th.jpg) (http://img651.imageshack.us/img651/9076/gesiberialuchsainttestv.jpg)(http://img64.imageshack.us/img64/9076/gesiberialuchsainttestv.th.jpg) (http://img64.imageshack.us/img64/9076/gesiberialuchsainttestv.jpg)

          Adding a little bit of pink and blue actually made very good color variations and contrasts. These are the current colors/brightness that I am sticking with at the exact moment, although they are subject to change if necessary. I am now starting production on the next set of changes.

*If you see something in the pictures or have a suggestion to make, please leave a comment.*

However, please remember the original purpose of this map isn’t to "redo" the whole entire map, but to get it updated to beta 4, make some changes accordingly, and change the map up to provide the best gameplay experience for the player as much as possible.

Therefore, requests like "will you redo the whole satellite dish" will most likely be answered as no because if I redid the whole map, what would be the purpose of using Luchador’s map as a base like I did? That would almost be like stealing his work too, which is not my intent of this map. This map is more of a learning tool for me and it also allows the players to have a working surface map BEFORE the official release. Get where I am going with this?

Reminder, this is NOT the official Goldeneye: Source Developer version of Surface. This is just a 3rd party map that I am making. It has nothing to do with the official version of the mod nor does this one reflect the final version of the mod.



=Map Pack Download= (http://wcservers.net/major/files/martini.exe)

=Server Install Map Pack= (http://wcservers.net/major/files/martini.zip)
Title: Re: GE_Siberia_LuchSaint
Post by: Proxie on September 11, 2010, 07:57:15 pm
Awesome work Saint, was always really fun to test the map with you and a bunch of others.
Title: Re: GE_Siberia_LuchSaint
Post by: CCsaint10 on September 11, 2010, 08:04:06 pm
Thanks, hoping I can get in some last few changes that Ferggy talked to me about and then hold another test. Will update this thread as it happens. :) <3
Title: Re: GE_Siberia_LuchSaint
Post by: Storm101 on September 11, 2010, 08:06:50 pm
The two final images of the pond are broken for me. Everything else looks amazing, though. I loved this map back in beta 1 and it looks like you made it even better. Great job. =)
Title: Re: GE_Siberia_LuchSaint
Post by: The Cy on September 11, 2010, 08:07:10 pm
wow, this looks really cool. and I like your way of documental presentation
Title: Re: GE_Siberia_LuchSaint
Post by: Mangley on September 11, 2010, 08:27:58 pm
Really nice detailed write up, I enjoyed reading about the progression of the map. I can't wait for it to be finished!  :)
Title: Re: GE_Siberia_LuchSaint
Post by: CCsaint10 on September 11, 2010, 09:06:40 pm
The two final images of the pond are broken for me. Everything else looks amazing, though. I loved this map back in beta 1 and it looks like you made it even better. Great job. =)

hmmm, i just tested the last two images and they worked for me...:( I'll take a look at it again just to be sure though.
Title: Re: GE_Siberia_LuchSaint
Post by: Proxie on September 11, 2010, 09:18:29 pm
They work for me also.
Title: Re: GE_Siberia_LuchSaint
Post by: namajnaG on September 11, 2010, 09:39:49 pm
Excellent work out there! In my opinion, The ice would look a bit better with a slightly lighter blue, But it looks great like this.
Although, In the next screenshots (If you post more) If you'd like, could you activate AA for a better view on the screenshots? (Unless your graphic card does not support it. Although its not a big deal if you don't activate it.)

Looking forward to some more news on that project.
Keep up the good work.
Title: Re: GE_Siberia_LuchSaint
Post by: Storm101 on September 11, 2010, 10:31:16 pm
hmmm, i just tested the last two images and they worked for me...:( I'll take a look at it again just to be sure though.

They work in Google Chrome but not in Firefox (4.0 Beta 5). Weird. But yeah, that pond looks great.
Title: Re: GE_Siberia_LuchSaint
Post by: Sp1nn3y on September 11, 2010, 10:50:23 pm
SO DOWN! looks sexy mate!
Title: Re: GE_Siberia_LuchSaint
Post by: teekay2010 on September 12, 2010, 12:07:00 am
For the ice... have you considered creating a custom non-animated "water" texture?

Pull apart HL2 and you can try using reflectiveglass002.vtf or reflectiveglass003.vtf as a basis for ice. This way, your reflections will be much more pretty. Sadly, it still won't reflect the main character you play as... but I think it will reflect other characters, which is awesome and a huge plus over cubemaps and the way you're doing it now (I think).

I tried making an ice texture to show you, but I was having problems getting my "$basetexture" and "$envmapmask" to show up, so I commented those out... but I created a nifty normal map to refract the light.

Here is a sample... just imagine this with a layer of snow overtop. Also, the normal map is probably much too strong. Still, here's an example:

(http://timkloske.com/icescreenshot.jpg)


This is what I have...

Code: [Select]
"lightmappedreflective"
{
//"$basetexture" "glass/reflective_ice"
//"$envmapmask" "glass/reflective_ice_mask"
"$translucent" 1

"$refracttexture" "_rt_WaterRefraction"
"$refractamount" "-0.2"
"$refracttint" "[1 1 1]"

"$reflecttexture" "_rt_WaterReflection"
"$reflectamount" "0.2"
"$reflecttint" "[1 1 1]"

"$fresnelpower" "1"
"$minreflectivity" "0.5"
"$maxreflectivity" "1.0"

"$normalmap" "glass/reflective_ice_normal"

"$surfaceprop" "glass"
"$bumpframe" "0"
}

I don't know why the snow part wasn't working... maybe something has to be added to the list of shaders in GE:S?
Title: Re: GE_Siberia_LuchSaint
Post by: Proxie on September 12, 2010, 12:41:02 am
They work in Google Chrome but not in Firefox (4.0 Beta 5). Weird. But yeah, that pond looks great.

(http://img641.imageshack.us/img641/64/83717689.th.png) (http://img641.imageshack.us/i/83717689.png/)


EDIT: 100th
Title: Re: GE_Siberia_LuchSaint
Post by: coolDisguise on September 12, 2010, 12:54:50 am
The map is really looking good.
Just a question: if I understood correctly the pond isn't as bright as before, because it's supposed to have a/some layer/s of snow above the ice. If there is so much snow on it that you could hardly see the ice, why would it be that reflective?
Title: Re: GE_Siberia_LuchSaint
Post by: Storm101 on September 12, 2010, 12:57:04 am
(http://img641.imageshack.us/img641/64/83717689.th.png) (http://img641.imageshack.us/i/83717689.png/)


EDIT: 100th

I see the thumbnails, but when I click on them nothing appears.

http://i9.photobucket.com/albums/a72/Storm101/gespic.jpg

Oh well. No big deal.
Title: Re: GE_Siberia_LuchSaint
Post by: CCsaint10 on September 12, 2010, 03:25:48 am
The map is really looking good.
Just a question: if I understood correctly the pond isn't as bright as before, because it's supposed to have a/some layer/s of snow above the ice, or the snow is very faint. If there is so much snow on it that you could hardly see the ice, why would it be that reflective?

To be honest, I think its just the picture. Plus, if I add more snow to that area it slowly takes the reflection away where the snow is. It only reflects the areas in which the snow isn't blended with the ice. I don't know,  I am still going to tweak it a little to see if I can get it a little better.

As for TeeKay2010, not sure if I would want to use that or not..it looks a little bit odd with each line of glass like that. Also, it looks more like plain water to me. Siberia is kind of a dark map and I feel like that degree of reflection and kind of reflection might detract from the look of the map. It is pretty silvery. And yes, I can make it less blue and less reflective or more blue and more reflective if people don't like it currently. Those are just the base values. I might make it slightly more blue just to see what it looks like.

By the way, here is an earlier version picture of the pond where there was more blue. However, I feel like it might be TOO much blue. Opinions?
(http://img255.imageshack.us/img255/5059/gesiberialuchsaintv1002.th.jpg) (http://img255.imageshack.us/img255/5059/gesiberialuchsaintv1002.jpg)

Also, yes. I will try and remember to turn AA to full next time. Most of these pictures were taken just for me so I could see them later so I didn't really care what res and detail they were at. That is the reason they aren't 1680x1080 with full AA on most of them. I will give you detailed pics from now that I have a purpose for them. :)
Title: Re: GE_Siberia_LuchSaint
Post by: coolDisguise on September 12, 2010, 04:11:41 am
I prefer the newer version (that you showed in your first post) in terms of colors, because it seems reasonable to assume a pond somewhere in Siberia is frozen and of course the ice is covered by a fair amount of snow, since the surroundings are also covered in deep snow.

It was just about the reflection - I thought it wouldn't reflect as much, but I'm not sure. (I thought in reality there would be parts of the reflection missing, just where the ice layer is covered with snow)
Actually if I had a mirror I could test it with, I'd put on some sugar or salt on it and line up some objects beside it to 'simulate' a lake and construct a similar setting and see if I was mistaken on this. Unfortunately, I haven't got any mirrors that I could put on the ground.

And considering teekay2010's post: that really looks like water - or a pond with waves on it, that was frozen instantly (-> absurd), at best. :- (
Title: Re: GE_Siberia_LuchSaint
Post by: CCsaint10 on September 12, 2010, 08:27:43 am
I agree with you man. I think the one above is too blue. I haven't changed the color since the final one you saw in the first post. I will probably change the snow markings a little though as they could improve a little. But yeah, lots of little things in the works. I will do an update when I get a chance.
Title: Re: GE_Siberia_LuchSaint
Post by: kraid on September 12, 2010, 09:01:10 am
Nice map. Can't wait to play it, as i've always been a fan of Luchadors version.

The pond is a cool idea too. RT reflections could really add something to it.
Also i never liked the dark borders created wherever displacements intersect.
At least for snow it looks very unnatrually.
Also, you could use a blendmodulate texture for the snow/ice blending.
Just compare the old beta 3 ge_runway asphalt/snow blending to the new one in beta 4.
Title: Re: GE_Siberia_LuchSaint
Post by: CCsaint10 on September 13, 2010, 04:15:59 am
Thanks kraid for the suggestion. I think I will be changing the reflection method a little bit judging by what a few people have told me and I have a good idea of how I am going to do it for the lake. Also, your blend modulation method is a great suggestion too...yet another thing I am going to have to learn..so it might take a while.
Title: Re: GE_Siberia_LuchSaint
Post by: namajnaG on September 13, 2010, 04:32:40 am
Take your time, The more time you put into the map, The greater it will be.
Also, I was wondering (Kinda curious :P)... What is at the limit of the map?
Is it 2D trees like outside bunker_kraid (Or just like on the N64 version), 3D trees with an invisible wall or you haven't done that part yet?

EDIT : Yeah I mean't the end of the map. (Didn't want to create another post just to say this, It would had been useless.)
Title: Re: GE_Siberia_LuchSaint
Post by: CCsaint10 on September 13, 2010, 06:54:34 am
I assume you mean at the ends of the map. I have it so that mountains go up from the ground and there is a player clip about half way up the rocky mountain side. It works well because of the rock textures that blend with the snow to help you realize where the boundaries are. Maybe one day I will make a 3d skybox but it isn't as important right now since the current way looks fine.
Title: Re: GE_Siberia_LuchSaint
Post by: WNxEuphonic on September 14, 2010, 06:01:15 pm
Having played the original Luch map, I'm glad someone put so much TLC into it! Looking forward to playing it!
Title: Re: GE_Siberia_LuchSaint
Post by: CCsaint10 on September 14, 2010, 08:55:34 pm
Thanks man, I appreciate the feedback. I am getting close to giving you guys a great surprise, visually. I am very excited to show you guys..should have some new screens up hopefully by tonight. If they aren't, it is because I am tweaking it to make it look even hotter. :)

Currently Doing List:
   
     - Integrating $blendmodulatetexture on to multiple textures to increase visual blending/effects
     - Bug fixing Cabins/aligning textures
     - Changing some props
     - Reworking some of the displacements

Brainstorming ideas:

     - Changing the skybox to match the colors of the lighting to something slightly darker
     - Making the dome have a area open like in the original in which players can jump down into
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on September 26, 2010, 08:01:41 am
Updates!

Changes/Additions:

     - Integrated $blendmodulatetextures on walkways, mountain sides, and helipad areas for a much better blended appearance.
     - Aligned all cabin textures and changed a few textures to provide smoother transitions
     - Got rid of some Half-Life 2 props and replaced them with goldeneye props where applicable.
     - Reworked displacements to provide better visuals and accessibility.
     - Made a custom skybox to better fit the environment and lighting.
     - Reworked some displacement alpha blending to adjust what the $blendmodulate did to the textures.
     - Various other cosmetic changes/fixes

(http://img819.imageshack.us/img819/1309/gesiberialuchsaintv1010.th.jpg) (http://img819.imageshack.us/img819/1309/gesiberialuchsaintv1010.jpg)(http://img823.imageshack.us/img823/1309/gesiberialuchsaintv1010.th.jpg) (http://img823.imageshack.us/img823/1309/gesiberialuchsaintv1010.jpg)(http://img214.imageshack.us/img214/3133/gesiberialuchsaintv1011.th.jpg) (http://img214.imageshack.us/img214/3133/gesiberialuchsaintv1011.jpg)(http://img23.imageshack.us/img23/3133/gesiberialuchsaintv1011.th.jpg) (http://img23.imageshack.us/img23/3133/gesiberialuchsaintv1011.jpg)(http://img85.imageshack.us/img85/3133/gesiberialuchsaintv1011.th.jpg) (http://img85.imageshack.us/img85/3133/gesiberialuchsaintv1011.jpg)(http://img43.imageshack.us/img43/3133/gesiberialuchsaintv1011.th.jpg) (http://img43.imageshack.us/img43/3133/gesiberialuchsaintv1011.jpg)(http://img4.imageshack.us/img4/1309/gesiberialuchsaintv1010.th.jpg) (http://img4.imageshack.us/img4/1309/gesiberialuchsaintv1010.jpg)(http://img243.imageshack.us/img243/3133/gesiberialuchsaintv1011.th.jpg) (http://img243.imageshack.us/img243/3133/gesiberialuchsaintv1011.jpg)

I decided to leave the pond with the reflectivity it has currently. After monkeying around with the suggestion given, I decided it would be good for the level because
1) The level has a very dark feel, providing that much reflectivity from a pond would not fit with the dark/cold feel.
2) Performance decreases would be substantially higher in that area. We don't need something with that minimal of a gain to kill performance. Remember the mirrors in Facility?
3) The overall look of it doesn't fit. It has more of a metallic reflectivity like it was frozen recently. The goal of this pond with this much snow is to show that it is NOT a superficial freeze, but a deep freeze. Something the other did not convey to me.

Please shoot your suggestions and criticisms this way. :)
Title: Re: Ge_Siberia_LuchSaint
Post by: namajnaG on September 26, 2010, 08:11:41 am
All I must say is this is going really great! Seriously, I don't really know what to add/modify on that. Maybe other community members will enlighten you up better than I can.
This is going to be a great map, I salute you with respect.
Title: Re: Ge_Siberia_LuchSaint
Post by: Sp1nn3y on September 26, 2010, 02:05:24 pm
B-e-a-utiful.. Just amazing.. Can't wait to do some testing myself :D
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on September 27, 2010, 01:23:47 am
No critiques, comments, or suggestions at all? :(
Title: Re: Ge_Siberia_LuchSaint
Post by: Sp1nn3y on September 27, 2010, 01:24:43 am
Let me download it, you'll get a pager :D
Title: Re: Ge_Siberia_LuchSaint
Post by: Mangley on September 27, 2010, 01:27:01 am
I think it looks awesome, new skybox is sexy!
Title: Re: Ge_Siberia_LuchSaint
Post by: little 00 on September 27, 2010, 01:52:31 am
 :)  Can you slide on the ice?  :)    makes for a slick surprise
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on September 27, 2010, 07:01:46 am
Yes, the ice is nice and slippery. :)
Title: Re: Ge_Siberia_LuchSaint
Post by: mookie on September 27, 2010, 12:17:12 pm
It seems like the snow everywhere has a pinkish tint, which I assume comes from the sky light. This looks good and reminds me of the mood of the surface level on the darker time, but it doesn't seem to match the skybox well. From what I can see, the skybox is a cold grey every way you look.

The pond does seem too blue, but that could be partly because the snow looks pink. The apparent blueness of surface water is mainly a reflection of the sky; if the pond looks much different from the skybox the effect looks unnatural.

It seems like the dirty snow texture could have a ruddier/muddier color. If I remember right, in the original it was more towards beige; I'm not sure if that's a direction I would go, but a yellowish color would make the snow seem a little bluer by contrast. If it's convenient, blending the dirty snow into actual mud in a few places might be a nice look to try.

Before you release, you should try to adjust the helipad decal and the snow on the helipad so it doesn't look like the snow's been painted over.

It's hard to tell from these screenshots, but it doesn't look like the floodlights are casting an appreciable amount of light.

The positioning of the cagelights opposite the huge pipe in your last screenshot and (presumably) right by the body armour seems strange; they look much too low to the floor. The inside area seen here also seems like a place that could be more distinctly different from the outside, with deeper shadows and warmer (yellower) light.

If I remember right, the original surface was basically triskelion-shaped (i.e. acyclic). It looks like you've stayed pretty faithful in most respects, so if the layout is the same I hope the perimeter of the map is very playable, and the snow goes up and down enough to make some areas around the perimeter feel like isolated areas.

Looks great, would love to be able to get a BSP to walk around.
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on October 04, 2010, 01:55:33 pm
Mookie, THANK YOU FOR THE CRITIQUES! :D I really appreciate it. By the way, I read them a long time ago, just forgot to respond. I have incorporated a lot of your suggestions in and you can expect an update within the week (as long as something gay doesn't happen and i need to fix something I broke lol) But yeah, just wanted to let you guys know that I am still working on it making it better for ya. :)
Title: Re: Ge_Siberia_LuchSaint
Post by: [GE:S Com] DF Ank1 on October 05, 2010, 06:52:19 am
yeah  :D
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on November 06, 2010, 02:15:59 am
UPDATE! :D

A little post-Halloween update for you guys. A lot of cosmetic changes are going on in Siberia right now, things that have kind of been bugging me for a while (little annoyances). So, with the wonderful help of Mangley, I was able to get work out some of the kinks. Here is a little preview of some of those things I have been working on.

First, I was never COMPLETELY satisfied with the skybox previously. Mostly because of the lack of blending in all areas of the map. That was a boo boo I forgot to fix when I made the custom skybox to begin with. So I went back to photoshop and did some work. After the second try, I finally got it to where I feel pretty solid about it. With my recent implementation, I am finally able to have the fog PERFECTLY blend with the skybox so it is impossible to see where items stop rendering at (far z plane). This makes for a more solid experience while exploring the level as props and buildings aren't just appearing right in front of you on the map (due to the fog not creating a "foggy" disguise when it comes into rendering range). :) Anyways, enough talk. Here are some images. Mind you, I am still doing minor tweaks here and there with the fog settings, so this might go through some new changes here soon. :)


(http://img836.imageshack.us/img836/9810/gesiberialuchsaintv1013.th.jpg) (http://img836.imageshack.us/img836/9810/gesiberialuchsaintv1013.jpg)(http://img207.imageshack.us/img207/9810/gesiberialuchsaintv1013.th.jpg) (http://img207.imageshack.us/img207/9810/gesiberialuchsaintv1013.jpg)(http://img219.imageshack.us/img219/9810/gesiberialuchsaintv1013.th.jpg) (http://img219.imageshack.us/img219/9810/gesiberialuchsaintv1013.jpg)(http://img266.imageshack.us/img266/8791/gesiberialuchsaintv1012.th.jpg) (http://img266.imageshack.us/img266/8791/gesiberialuchsaintv1012.jpg)(http://img585.imageshack.us/img585/8791/gesiberialuchsaintv1012.th.jpg) (http://img585.imageshack.us/img585/8791/gesiberialuchsaintv1012.jpg)

Another task I wanted to tackle was the lighting inside the satellite. I found to be too plain and blue before with no cold and dark feeling to it. (see image below)
(http://img243.imageshack.us/img243/3133/gesiberialuchsaintv1011.th.jpg) (http://img243.imageshack.us/img243/3133/gesiberialuchsaintv1011.jpg)

Due to the simplicity of the light, I wanted to add some variance to it as stated above. This is the first time I have experimented with indoor lighting so much of this is work in progress as I am still trying to learn how source handles linear, constant, and quadratic formulas and what not. It isn't a hard concept, its just learning what is appropriate for the right settings so you don't have to compile 100 times to get it to look right in the future. :) Anyways, without further waiting, here is a very early WIP image of the satellite inside.


(http://img175.imageshack.us/img175/9810/gesiberialuchsaintv1013.th.jpg) (http://img175.imageshack.us/img175/9810/gesiberialuchsaintv1013.jpg)


Other things implemented by request from the community:

- Added a tinted blue color to the skybox to help add a slight variation
- Changed the environmental light to be a very very light green instead of pink, as requested
- Changed flood lights to be casting more appropriate amounts of light
- Cage lights removed and replaced by more appropriate looking light props

Things to Come:
- Rework ice texture and change some properties around, where applicable
- Rework helipad snowdrift blend modulate texture to look more natural

Thanks guys. Progress is still going, just slower since school is in session. Thank god this is my last year. :) This will have to suffice for now. :) Peace
Title: Re: Ge_Siberia_LuchSaint
Post by: Mangley on November 06, 2010, 02:44:03 am
Looking really nice, I'm loving the fog blending, it helps to give much more atmosphere.

I recommend disabling shadow casting on those wire fence props, as you can see in the first screenshot they cast a solid shadow on the ground.
Title: Re: Ge_Siberia_LuchSaint
Post by: namajnaG on November 06, 2010, 03:31:45 am
Thanks for the update, I was looking forward for one.
These looks pretty great.
I love the lighting you added on the satellite building, And the fog gives a more "wintery" effect.
Excellent work, Keep it up!
Title: Re: Ge_Siberia_LuchSaint
Post by: killermonkey on November 06, 2010, 04:36:32 am
The only thing with the fog now is it reminds me of the fog after it rains and the ground is warm (ie summer fog). It does not remind me of a fog in the winter (ie blizzard fog) which is usually more dense with particles (snow flakes). It might be a bit too thick, soupy.

Otherwise, I like the rest of it.
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on November 06, 2010, 04:44:14 am
hmmmmm..if it helps at all KM...there is a lot of snowfall when you get on ground level. I feel like with the snowfall and fog together, it feels more like "winter" fog. Not sure what I could really do though to make it feel more like blizzard fog for you. I was also thinking of trying to make it a little denser....but we will see. Not sure if that would help or not. Not sure what I want to do exactly yet.
Title: Re: Ge_Siberia_LuchSaint
Post by: Rodney 1.666 on November 06, 2010, 08:51:10 am
An update surfaces.
Title: Re: Ge_Siberia_LuchSaint
Post by: mookie on November 06, 2010, 03:30:07 pm
Maybe it's just the free-floating position of the screens, but the trees sticking up at an angle really don't look right.

It's hard to tell exactly how close they are together, but the hill between the first and third screenshots (right where there is one lonely tree) looks like a good candidate to have a notch cut out that you can walk through. It depends of course on the overall layout, but the area with these cabins was pretty much a dead end in the original. As it is, this hillline looks too flat from the cabin side and could definitely stand to have its height changed somewhere.

I can't tell if some of the snowbanks are too steep to go up or not, but if not, that's an opportunity to create a major gameplay feature by turning some of the snowbanks into (very short) cliffs that you have to go around if you want to get to the top. A good aesthetic rule for that might be rivers: where they make a sharp curve, they carve a very steep bank on the inside of the curve, and a much flatter beach on the outside of the curve.

Based on the overall look of the sky/fog, I'd say the light should shift some away from direct and towards ambient. The shadows seem (a little) too deep. The overall light could use a slight blue shift IMO (which it might get just by strengthening the ambient).

I'm not sure if the telephone poles are custom, but if you have access to the skin it might be good to put a dusting of snow on the lower part to help blend them in to the ground. In your fourth screenshot, the telephone pole is right in the middle of the path; that seems implausible. People will tend to go around a pole sticking out of the ground (possibly leaving a small island of undisturbed snow if it happens to be in the middle of a path). A few of the other telephone poles that are right on the edge of the snow/path could probably stand to be pushed a little further onto the snow.

Looking at the cabin at the far left of the fourth screenshot, it looks like something weird is going on there (glitch?). If that's the way the building is shaped, maybe it could use a pillar under the corner of the roof.

Overall, the fog seems a little too sudden, like maybe the end distance should be further out. The only spot though where a fogged object seems to be visible in silhouette is the top of the antenna. Good job with the fog/skybox in general.

Getting rid of the shadows being cast by the fences somehow would be good.

No idea how much of an issue optimization is here, but lowering outlying parts of the map (i.e. changing the playable area towards a reverse-bowl) might make it easier to use the snow to block visibility at a long distance. Probably though a fairly extreme move for not much gain.



The (long) light on the wall (second story) above the pit and the two decals (above the ammo crates in the screenshot) don't really fit in with the rest.

The (big) metal beams on the ceiling look good, but they make the same (flat) beams running up the walls look bad. They really need to pop out of the walls instead of being slightly recessed, or if they need to stay flat, just disappear and do something different with the concrete.

The concrete extending out from the walls around the ceiling looks a bit odd. If anything, the topmost part of the walls could probably be recessed rather than extended, as whatever beamwork supports a ceiling will tend to rest on top of the walls rather than run between them.

It looks to me like there's (a little) more light getting back up to the ceiling than necessary. Often, if the light hitting the walls and floor is strong enough (and the floor is not a dark texture), the ceiling doesn't need much direct light hitting it.

Some kind of hazard-striping might be good around the edge of the pit.

A lot of times, I have to set the linear on a light to between 50 and 100 (quadratic 1) to really get much of an effect. Constant is pretty extreme as it means the light will maintain its strength no matter how far it goes.



Looking good. Some more overall-type screenshots would be good to get a better idea of how the gameplay is looking. Tough with the fog, but cl_leveloverview should be an option.
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on November 07, 2010, 04:26:37 am
Holy crap mookie lol...thanks for the post :D That was way more than I expected. Looks like I got a lot of work to do :)

As for the lighting in the satellite, I have a feeling a lot of it will change drastically due to the fact that it was my first compile of it. Many of the quadratic and linear ratios are all skewed. It probably won't look the same at all next time I post a screen as I have been learning more through other levels made by our developers and through the valve wiki (and luchador/mangley).  So I have a bunch of good resources to go off.

As for a level overview of the map, I have had that request from several people due to the fact that the level is so large (even after eliminating 25% or more of the level and restructuring since luchadors version) and many wanted to know how the weapon spawn locations/keys/armor and whatever else are set up. I plan on doing an overview picture with a grid showing where all these are so that people can chime in suggestions on changes that might help balance gameplay. :) All in due time.

Thank you for you statements above, although I don't agree with them all, it is still REALLY helpful. I liked your idea of implementing the step walls to where you have to go around and get up...although I am sure sure if I want to really implement that or not. It might create an interesting dynamic...but I will have to give more thought to it.

You think the fog is too close to the player? Its ends at around 4200 units..which isn't that close..but maybe I can move it back a little to like 4600 or so..what do you think?

I will think about the rest of the suggestions as I go. By the way, that far cabin is fine....I am not really sure what happened with that screen shot. It appears like the roof is hanging in mid air lol...odd :P
Title: Re: Ge_Siberia_LuchSaint
Post by: mookie on November 07, 2010, 05:28:00 pm
Maybe it will be different at ground level with snow falling, but the change from visible to invisible seems abrupt. Maybe a better option than pushing out the end distance would be bringing in the start distance, but either way it seems like there should be a slower change between clear and invisible. The reason why I suggest pushing out as the first option is that if the fog comes on faster, there is more chance of a tall fogged object being close enough to you to go above the fog line.

Unless you're getting a performance benefit from the fog though, I would say pushing out the end distance to 4600 would probably be good. KM is right on; this fog looks more snowmelt than snowfall.

In case you don't use EntSpy, you might want to try it for testing the fog, as I expect the fog is 100% done at runtime.
Title: Re: Ge_Siberia_LuchSaint
Post by: Ruone Delacroix on November 09, 2010, 09:23:51 pm
Hey, this map is looking great. I can't wait to try it out and even get back into the game.
Title: Re: Ge_Siberia_LuchSaint
Post by: Rick Astley on March 24, 2011, 12:28:00 pm
is there a chance to try this map?

also i would love to see some cool easter eggs like snowmen in the obscure parts of the map or some humerous graffitti inside the cabins
Title: Re: Ge_Siberia_LuchSaint
Post by: Jeron [SharpSh00tah] on March 24, 2011, 04:59:50 pm
Hmmm... Somebody still owes me a snowman...


SPIDER!!!

Dont mind me lol
Title: Re: Ge_Siberia_LuchSaint
Post by: namajnaG on March 24, 2011, 06:23:25 pm
I saw on YouTube a few months ago a beta test of the map with several players and BTs, But I haven't heard any news since then.

EDIT : There it is. http://www.youtube.com/watch?v=ZivMsVsHvnQ
Title: Re: Ge_Siberia_LuchSaint
Post by: terps4life90 on March 26, 2011, 10:52:52 am
This map looks finished to me, wish we could play it :)!
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on March 26, 2011, 07:36:01 pm
hmmm... :( I am not sure about the status of this map guys. It might be unrepairable now...

I had a nasty virus on my computer about 15 days ago which I ended up having to wipe everything. I saved the hammer file for the map, and all my custom textures/changes were in the root folders of ges. I saved them, but after putting them back into their proper areas....the map was totally messed. Pretty much all texture work got trashed after I reinstalled everything. I still have all the textures...they just aren't behaving correctly. At the moment, this map is on hold and I don't know if it will ever see a release or not due to be corrupted. I have been playing with it a little bit, but haven't been able to solve what is messed up with it.

:( Sorry to ruin all your guys hopes, but if that doesn't work, I am brainstorming ideas for a new snow/mountain map. It is still in the block out stages/idea, but we will see. Again, I will try working with the map file a little more, but I don't think it will really be workable after that. :(

hmmmm...snowman in my new level sharp sounds like a lot of fun. :) We will see what happens...
Title: Re: Ge_Siberia_LuchSaint
Post by: Jeron [SharpSh00tah] on March 26, 2011, 07:50:22 pm
QUITTER! haha is it really that bad? That happened to me with runway, I lost about 20% of the work completed. I had to go back and do it all again. But it kinda worked out for me because I was now that much better, so the new work looked better and was designed faster.

Are you a mexiCAN or a mexiCANT!
Title: Re: Ge_Siberia_LuchSaint
Post by: markpeterjameslegg on March 26, 2011, 08:21:49 pm
So send it to the other mappers and you can all work on it together, I'm sure they want to see it up and running as much as you do. I've been dying to try this map for a long time.
Title: Re: Ge_Siberia_LuchSaint
Post by: Jonathon [SSL] on March 26, 2011, 10:01:53 pm
So send it to the other mappers and you can all work on it together, I'm sure they want to see it up and running as much as you do. I've been dying to try this map for a long time.

Oh God, this happened between Luch, Sharp, and myself when we were doing the tower addition and some miscellaneous cleanup for Runway. Never, ever  have multiple people working on the same map file (especially over an SVN network). It goes to shit fast and changes are impossible to merge (even with the plain-text format of a .vmf).
Title: Re: Ge_Siberia_LuchSaint
Post by: Jeron [SharpSh00tah] on March 26, 2011, 10:09:19 pm
Oh God, this happened between Luch, Sharp, and myself when we were doing the tower addition and some miscellaneous cleanup for Runway. Never, ever  have multiple people working on the same map file (especially over an SVN network). It goes to shit fast and changes are impossible to merge (even with the plain-text format of a .vmf).

NEEVERRRRRR
Title: Re: Ge_Siberia_LuchSaint
Post by: markpeterjameslegg on March 26, 2011, 10:17:51 pm
Oh God, this happened between Luch, Sharp, and myself when we were doing the tower addition and some miscellaneous cleanup for Runway. Never, ever  have multiple people working on the same map file (especially over an SVN network). It goes to shit fast and changes are impossible to merge (even with the plain-text format of a .vmf).

It's really that difficult eh? Ah well... just a thought. In all honesty, apart from no weapon spawns or ammo and that huge ERROR in the sky... Oh and the overbright lighting, this map looks fine as it is, just fix these problems and release it, you can spend time adding later. Oh, and there's that ladder that you can't climb as well, when you spawn in the pit you can't get out.
Title: Re: Ge_Siberia_LuchSaint
Post by: namajnaG on March 26, 2011, 10:44:17 pm
Dang man... Hours of work lost. Well at least you didn't lose everything. If its that messed up, I guess you can't rework it.

I guess we'll have to wait until the official version comes out, If it is still in the works.
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on March 27, 2011, 06:03:28 am
Uhhhhgggg ok ok ok. I will see what I can do lol. There were a lot of factors going into it, let me play around with it. I will let you guys know what the scoop is soon. Cross your fingers
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on March 27, 2011, 08:48:38 am
Alright, after playing around and searching for a map file that was still....workable, I found one. I was somehow able to access it tonight....(before it just crashed my hammer each time). Anyways, after getting it open, I fixed the problem that was corrupted, started reimplementing my textures that got all messed up, and now things are coming together again. I hope to write out some more good news here soon. Things are still kind of...goofy right now, but I am just going to keep trucking away at it until I get it up to the state it was before my computer crashed. More updates to come. :) Thanks for the leap of inspiration everyone.

@Jeron - I will see if I can get your snowman in. :) By the way, I AM NOT A MexiCANT!!!!
Title: Re: Ge_Siberia_LuchSaint
Post by: major on March 27, 2011, 09:29:27 am
Better get to work, wouldn't want to "leak" the last build ;)
Title: Re: Ge_Siberia_LuchSaint
Post by: markpeterjameslegg on March 27, 2011, 11:20:31 am
Anyways, after getting it open, I fixed the problem that was corrupted, started reimplementing my textures that got all messed up, and now things are coming together again.

Keep backing it up as you go, I remember losing a superb map for Doom 3, I was gutted. But then it ended up becoming something amazing.
Title: Re: Ge_Siberia_LuchSaint
Post by: markpeterjameslegg on March 27, 2011, 11:23:16 am
By the way, I AM NOT A MexiCANT!!!!

No... Your an AmeriCAN.
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on March 27, 2011, 06:22:08 pm
Better get to work, wouldn't want to "leak" the last build ;)

I don't think a "leak" would even have been an option...even my previous versions that I tested with you guys weren't showing up correctly. But, who knows, it is besides the point now.
Title: Re: Ge_Siberia_LuchSaint
Post by: major on March 27, 2011, 10:17:45 pm
Yeah, but we have the full compiled version up and ready to go, haha ;)
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on March 28, 2011, 08:15:58 am
Just wanted to fill you guys in on progress tonight, the map is doing great and I am back to where I was before I lost it last. In fact, I have already updated and added some new textures/effects/bug fixes. :) A better siberia (until the official comes out) is on the way guys. :) Thanks for giving me the motivation to keep going.
Title: Re: Ge_Siberia_LuchSaint
Post by: markpeterjameslegg on March 28, 2011, 07:26:33 pm
Woo Hooooo.
Title: Re: Ge_Siberia_LuchSaint
Post by: Rick Astley on March 29, 2011, 04:33:29 am
Just wanted to fill you guys in on progress tonight, the map is doing great and I am back to where I was before I lost it last. In fact, I have already updated and added some new textures/effects/bug fixes. :) A better siberia (until the official comes out) is on the way guys. :) Thanks for giving me the motivation to keep going.

Thank You Thank You. i cant wait for your Surface map (from the gameplay videos it looks rather complete)
Title: Re: Ge_Siberia_LuchSaint
Post by: namajnaG on March 29, 2011, 05:09:45 am
Thank You Thank You. i cant wait for your Surface map (from the gameplay videos it looks rather complete)

It was a very early version of the map. Expect something WAY better from what you have saw.
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on March 29, 2011, 05:40:29 am
Thank You Thank You. i cant wait for your Surface map (from the gameplay videos it looks rather complete)

haha, by the way. Saying it is "my" surface map would not give credit to all that Luchador has done. He is still the original author in this map. Although there have been significant changes to it, a large majority of it is still his. :) Just wanted to remind you.

And yes....that leaked video...grrr :).....was a very early version of the map when pretty much nothing was changed/edited. It was just a working compile of the beta 1 map that Luchador made.
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on April 14, 2011, 08:20:25 am
Small Update:

Some big progress and changes are coming.... :) Got a lot accomplished today. Screenshots soon....
Title: Re: Ge_Siberia_LuchSaint
Post by: markpeterjameslegg on April 14, 2011, 06:02:41 pm
Cooool. Can't wait.
Title: Re: Ge_Siberia_LuchSaint
Post by: Rick Astley on April 15, 2011, 09:09:27 am
Small Update:

Some big progress and changes are coming.... :) Got a lot accomplished today. Screenshots soon....

Looking Forward :D any hints?
Title: Re: Ge_Siberia_LuchSaint
Post by: Gabbo on April 15, 2011, 07:07:20 pm
Looking Forward :D any hints?
Ski slopes like you wouldn't believe
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on April 18, 2011, 03:30:44 pm
Haha what you saw gabbo isn't what is going on. That would require even more work than what I am doing right now (which is a lot of work still). Ether way, doing some texture creation, spec maps, displacement work, and layout restructure. That's a brief overview of what is going down. Hopefully some picture will come soon. Really want it to look good before I give you guys some pics :)
Title: Re: Ge_Siberia_LuchSaint
Post by: Goldenzen on April 25, 2011, 04:23:32 am
Hey Saint,

I watched this thing too but I just realised by now how great this is, this makes my fingers itchy, like I need to write something for it *fireinhiseyes* :D

Cheers buddy,

GZ
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on April 27, 2011, 02:30:57 am
That would be amazing. I would so add that song to the map if you did. Special unofficial ges siberia song ftw :)
Title: Re: Ge_Siberia_LuchSaint
Post by: Rick Astley on May 01, 2011, 01:04:45 am
Hey Saint,

I watched this thing too but I just realised by now how great this is, this makes my fingers itchy, like I need to write something for it *fireinhiseyes* :D

Cheers buddy,

GZ

hang on i remember hearing a short snippet of a Surface 2 Song in the GE_music_case mp3 that i found on this website..it was part of a complication- rather enjoyable.
Title: Re: Ge_Siberia_LuchSaint
Post by: namajnaG on May 01, 2011, 01:41:36 am
The team cannot steal someone else's work unless we have their permission. There are three sound designers, And they have all blown me away so far, I suggest we leave them be and let them do their work because it is flawless.
Title: Re: Ge_Siberia_LuchSaint
Post by: Rick Astley on May 01, 2011, 09:47:01 am
The team cannot steal someone else's work unless we have their permission. There are three sound designers, And they have all blown me away so far, I suggest we leave them be and let them do their work because it is flawless.

ummm the GE_music_case mp3 is a complication of all of Goldenzens music (Streets, Bunker #1, some other track i forget and the surface 2 track) but yeah i understand what you mean i would want to steal other peoples songs..it would be like using the original facility track from the N64......unthinkable
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on May 02, 2011, 05:15:41 am
I would use that, but it is only part of a compilation...way too short. I wouldn't mind using it if he had it done, but most likely it will just get added to the music in the official release.

By the way, still hackin' away at siberia :)
Title: Re: Ge_Siberia_LuchSaint
Post by: Gabbo on May 02, 2011, 06:41:25 pm
I would use that, but it is only part of a compilation...way too short. I wouldn't mind using it if he had it done, but most likely it will just get added to the music in the official release.

By the way, still hackin' away at siberia :)
Cannot wait
Title: Re: Ge_Siberia_LuchSaint
Post by: Troy on May 03, 2011, 11:27:54 am
Make sure when you release this map it's stable.  I'd rather not see another decent map that has crashing problems.
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on May 04, 2011, 06:43:11 am
lol, don't worry. All my maps have been stable. I don't release anything without playtesting them first with the testers/friends. In fact, I don't know how you can make a map be unstable especially if you just watch what you are doing and be logical about it/know some knowledge about building in source.
Title: Re: Ge_Siberia_LuchSaint
Post by: Troy on May 04, 2011, 07:14:46 am
Cy found a way to do it with his map.
Title: Re: Ge_Siberia_LuchSaint
Post by: The Cy on May 04, 2011, 10:49:26 am
Cy found a way to do it with his map.

yes troy, that was my main aim. I worked one and a half year on the map in order to smash it to pieces in the end. and I´m still working on it, because it crashes not soon enough. nobody should ever play it. it´s too tough. now everybody´s crying and I´m still laughing: ho ho ho! mission accomplished
Title: Re: Ge_Siberia_LuchSaint
Post by: Rick Astley on May 04, 2011, 10:52:17 am
can we have a public beta of the map to test for bugs and stuff :)
Title: Re: Ge_Siberia_LuchSaint
Post by: namajnaG on May 04, 2011, 11:07:17 am
Cy found a way to do it with his map.

Oh please, If you're not happy, Make your own map, And prove us you can do better with as many features he featured in his map, With no bugs at all and as many testers he had.
Come on, Man... Damn. Humans makes mistakes, And computer software as well.

EDIT :
can we have a public beta of the map to test for bugs and stuff :)

I don't think he's over doing it yet.
Title: Re: Ge_Siberia_LuchSaint
Post by: Jeron [SharpSh00tah] on May 04, 2011, 12:12:48 pm
Cy found a way to do it with his map.

Lmao, yea, I did it with Runway AND Caverns.
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on May 04, 2011, 07:25:24 pm
Now now, come on guys. Lets not get upset with each other. Hammer isn't the most user friendly thing to work with. We all make mistakes and it sometimes does stupid things that we have to troubleshoot to find out what causes it. I have had stuff like that happen before and I am sure that is what is for Cy. Cy will figure out what is causing it and release another version of the map. No big deal. We don't need to start blaming the maps and map makers themselves.

- I will have to get back to you on the public beta idea. And by the way, the map has changed significantly from the last screenshots, so it is not in a playable state right now. Therefore, if I decide to do a public beta of it, it won't be until I get a little further.
Title: Re: Ge_Siberia_LuchSaint
Post by: Rick Astley on May 04, 2011, 10:56:43 pm
sounds good...looking forward to the updates..
although i have one easter egg request though ;D

Title: Re: Ge_Siberia_LuchSaint
Post by: Ruone Delacroix on May 07, 2011, 03:16:07 am
Wow, I really need to check this place out more often again. Sorry to hear about losing all the progress back in March, but it seems almost as if it was for the better (at least for us). I can't wait to see the updated version when it's done. I'm sure that it will be more than well worth the wait.

Cheers.
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on May 10, 2011, 04:12:25 am
Pretty sure you read it wrong. Said I almost did, then I got it back into a workable state. Either way, changing it up even more now :)
Title: Re: Ge_Siberia_LuchSaint
Post by: Gabbo on May 10, 2011, 04:31:04 am
Lmao, yea, I did it with Runway AND Caverns.
We love you anyway.
Title: Re: Ge_Siberia_LuchSaint
Post by: Jeron [SharpSh00tah] on May 10, 2011, 01:38:37 pm
We love you anyway.

Hugs, not drugs haha I feel so warm and fuzzy
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on May 13, 2011, 05:54:23 am
Update: 5/12/11

Just thought I would show an early shot of the layout of the map as it is shaping up now. Please remember, many of the visuals, trees, props and such are completely messed up (so just ignore them), as well as a few missing textures (where the cabins are) and such. This image is just so you can kind of get the flow of the map a little bit. All routes, looks, and layout are subject to change and get better (obviously). :) Opinions are welcome about flow and playability (though it is hard to judge from a top down view)...until next time. :)

(http://img809.imageshack.us/img809/1151/gesiberiamountains0001.th.jpg) (http://img809.imageshack.us/img809/1151/gesiberiamountains0001.jpg)


Saint
Title: Re: Ge_Siberia_LuchSaint
Post by: Rick Astley on May 13, 2011, 06:19:54 am
i think there should be a seperate path where it shows how bond arrived- maybe for the surface 2 map there should be a burning helicoptor (like in Crash Course for L4D) and well just so that if the map gets adapted for SP we can know where Bond starts off....

just a suggestion thats all...

are there going to be any snowman?
Title: Re: Ge_Siberia_LuchSaint
Post by: Jeron [SharpSh00tah] on May 13, 2011, 12:12:10 pm
are there going to be any snowman?

Spider still owes me one... Its been a good 3 years!!

SPYYDARRR!!!!
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on May 13, 2011, 06:10:20 pm
Well, this map will never be official, so you don't have to worry too much. Either way, entropy soldier suggested that as well and I think it is also a pretty good idea. Haven't quite got there yet, but like I said, this is a very rough draft still.
Title: Re: Ge_Siberia_LuchSaint
Post by: terps4life90 on May 13, 2011, 09:54:06 pm
Hey CCSaint10, what is the day that your suppose to dress up as boris and run around wal-mart profusely clicking a pen, and yelling "I'm INVINCIBLE" again?
Title: Re: Ge_Siberia_LuchSaint
Post by: namajnaG on May 13, 2011, 10:01:24 pm
Hey CCSaint10, what is the day that your suppose to dress up as boris and run around wal-mart profusely clicking a pen, and yelling "I'm INVINCIBLE" again?

Link or it didn't happen.
Title: Re: Ge_Siberia_LuchSaint
Post by: terps4life90 on May 13, 2011, 10:13:49 pm
Link or it didn't happen.

LOL I can assure you i will bring the camera...along with a chair, popcorn and drink.
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on May 14, 2011, 04:38:34 am
Hey CCSaint10, what is the day that your suppose to dress up as boris and run around wal-mart profusely clicking a pen, and yelling "I'm INVINCIBLE" again?

Did I miss something? I have no clue what you are talking about....
Title: Re: Ge_Siberia_LuchSaint
Post by: terps4life90 on May 14, 2011, 05:02:58 am
You know what I'm talking about...know need to be "Coy" :)
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on May 14, 2011, 06:56:04 am
You know what I'm talking about...know need to be "Coy" :)

ummm....no I don't. You must be mistaking me for someone else. Wtf is coy?
Title: Re: Ge_Siberia_LuchSaint
Post by: terps4life90 on May 14, 2011, 08:37:08 am
Coy is a word meaning to be shy, I just messing with ya CCSaint, just have some good ol' fun :)
Title: Re: Ge_Siberia_LuchSaint
Post by: namajnaG on May 14, 2011, 09:19:43 am
So that means no CCSaint running around wal-mart disguised as Boris pushing a pen yelling "I AM INVINCIBLE!" again?

Sad. I would had paid to see this. I would had paid the pen and glasses too.
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on May 14, 2011, 07:20:08 pm
well, if for some odd reason our paths ever cross with either one of you, I will do it......but I don't see that happening
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on July 14, 2011, 04:31:35 am
UPDATE!!!!!!!!!!!!!!!!!

Hey there fine gentlemen (and ladies) who have been so kind as to support my 3rd party mapping. I want to start out by thanking everyone so far that has contributed to this map by helping me get ideas/aiding in development. I also have a few screenshots for you today.

During these past months, I have been working off and on reworking the layout of the map extensively (see last update for top down view). My goal was to try and conquer the spawn camping/sniping that always occurred which made it almost impossible for the map to be fun with lots of people. Sadly, the layout has changed considerably to make up for this. However, overall the feel is still there and locations are where you remember them, so it won't be hard to jump in and realize where you are.

The first screenshot is taken from the base of the helipad area looking to the right up the mountain. I thought I would take this picture because it looked dreamy to me and I figured you guys would enjoy it. Keep in mind that this image is WORK IN PROGRESS and will probably change substantially in later updates. I just thought it would be good for you guys to see what kind of progress has been made lately.

http://cloud.steampowered.com/ugc/595816992652012175/F5C1E97D19DD43A71506EAB340EBF904205C3864/


The second picture is taken from a location that was not in the original map or in GE64. It was an area added to help with flow/provide multiple routes/allow you to sneak up on opponents if should choose to. This image is probably an even more work in progress image than the other one is. Many props, barells, and other thing are missing. They will get updated in future updates as well.

One of the main changes though since my last update with the pond is the texture. I decided to revamp the texture. It is a brand new texture with a nice and shiny specular map. :) On top of making a new texture, I felt like it would benefit everyone to have a big pond as well, so that is what I did. Now you can have grenade/grenade launcher/rocket duels on the pond. They also are fun to bounce off the mountain in the background (in case you were wondering) :) Anyways, here is the second image. Keep in mind it is WORK IN PROGRESS. :)

http://cloud.steampowered.com/ugc/595816992652010562/313F5BCE2150025439E02E9717909E1EA784112E/


Well guys, that is all for now. With a lot of the major hurdles done and out of my way, I know my next update will be much sooner. I already have a few surprises in steak for some of the people who commented on this thread. Their dream will come true in a future update. :P You will find out soon enough what I am talking about. :D

Things to Do:

- Make a brand new skybox texture with Terragen that better suits the environment and Fog.
- Implement a 3D skybox for a surprise
- Rework all soundscapes/triggers
- Rework weapon/flag/token placement
- Look at spawn placement for team play
- Many small little things also...

Talk to you soon,
Saint

Title: Re: Ge_Siberia_LuchSaint
Post by: namajnaG on July 14, 2011, 04:36:44 am
Why, Thank you for this update, Man!
Haven't heard about your work for a long time.
Glad to hear you're keeping it up!
Title: Re: Ge_Siberia_LuchSaint
Post by: liamcadhain on July 14, 2011, 04:26:34 pm
Nice one, keep up the good work :)
Title: Re: Ge_Siberia_LuchSaint
Post by: markpeterjameslegg on July 14, 2011, 05:50:53 pm
Awesome. :)
Title: Re: Ge_Siberia_LuchSaint
Post by: Rick Astley on July 18, 2011, 01:42:45 am
it looks like christmas...:D keep up the good work
Title: Re: Ge_Siberia_LuchSaint
Post by: Ruone Delacroix on July 30, 2011, 03:32:14 pm
That map looks beautiful, Saint. Looking better every time I see it!
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on August 12, 2011, 04:22:41 am
- 8/11/11 Siberia Update -

I have quite a bit to show today, and a lot of possible discussion about many things. I am going to start by saying that a lot of these shots are still changing (of course) and are always under construction. In fact, the last image on this page goes over the layout of the level and a possible way of doing weapon spawns, armor spawns, token spawns, and team spawns. Please go over it and chime in on any suggestions you might have to make it better. I know that it is difficult to understand how the level is put together just by looking at the image and not knowing the level, but try your best. :)

First of all, some changes have occurred since the last pictures I gave you guys.

(http://img703.imageshack.us/img703/695/2011081100001e.th.jpg) (http://img703.imageshack.us/img703/695/2011081100001e.jpg)

This is the current look. At the moment their is moving clouds in the skybox to simulate a more "surfacy" look. Granted, the original weren't white like these are, but at least it provides for a little more atmosphere. Either way, skyboxes look stale by themselves, imo. I also worked on the helipad so that it looks much more presentable. Many trees/rocks have been placed strategically around the map to provide cover when needed. Especially around corners. This first image doesn't show a lot, but you will see more as we go.

(http://img545.imageshack.us/img545/2722/2011081100002.th.jpg) (http://img545.imageshack.us/img545/2722/2011081100002.jpg)

As you can see in this picture, we now have a snowman model. :D SNOWMAN! :D :D :D You can all thank ES for making that model and the model snowballs that are round it. He is responsible for that work. Many thanks to him. The snowman you see in that picture breaks on collision with bullets when shot into about 4 pieces. Pretty fun to play with. All of these snowballs and snowman are prop_physics so you are able to move them around and play soccer, if you must. :) Second, the only real other thing to note in this picture is some more displacement work, but overall similar to the previous image I showed you guys a while ago.

(http://img828.imageshack.us/img828/7224/2011081100003.th.jpg) (http://img828.imageshack.us/img828/7224/2011081100003.jpg)

And WHAT IS THIS? AN EVEN BIGGER SNOWMAN!!! NO WAY!!!!!!!!!! ITS MARIO! :D nah, this one is also made by ES. This snowman doesn't break into pieces and is non-movable, but I figured it would add a little bit of light heartedness to the map and provide some laughs. After all, the demand for snowman was just TOO MUCH that i couldn't resist. :) Another thing to observe in this picture is that the dome is now at a slant and behind a hill (can't really see it that well in the picture). It is also slightly closer to the satellite. I figured, in concept, it might provide an opportunity for a sniping battle between opponents, should the opportunity present itself. However, the hill in front of it offers protection for the individual if they don't want to fight. There is also a body armor near the dome similar to how there is one near the satellite. Both have been placed slightly away to prevent camping.

(http://img16.imageshack.us/img16/4598/2011081100004.th.jpg) (http://img16.imageshack.us/img16/4598/2011081100004.jpg)

Not much has changed in this picture. The only other addition that was added was a set of lights going from the base of the dish to the tip of the antenna (not in the picture). The lights proceed in an upward blinking fashion. These are viewable across the map with HDR enabled. They, in a way, provide a reference point for someone who might not know where the satellite is or their way around the level. Assuming you are in range to where the fog isn't obstructing your vision, you will be able to see these lights. It provides a reference point to determine where you are trying to go. I will try to get an image of the lights in a future update to help clear up any confusion. :)

(http://img32.imageshack.us/img32/148/2011081100005.th.jpg) (http://img32.imageshack.us/img32/148/2011081100005.jpg)

This image takes place in the cabin area in the old map that was only accessible from one direction. That is not the case anymore. The mountain that separated the satellite from the dual cabins has now been modified. To the left of the image, their is now a canyon-like area in which you can trek through to get body armor, weapons, or just sneak your way to the satellite front door. It helps even out flow and provide many paths to and from the cabin location (see next picture and map below). Another new feature noting in this picture is a path going from the fenced cabins to the dome. You can't see the dome in the picture, but it provides a back country passage to the building without getting sniped to hell from the satellite.

(http://img808.imageshack.us/img808/7401/2011081100006.th.jpg) (http://img808.imageshack.us/img808/7401/2011081100006.jpg)

This image above is the canyon-like passage way leading away from the cabins I just talked about. This path flows around and comes out to the front door of the satellite. Not much else to really say, except some of the displacements are going to get touched up soon. :)

(http://img204.imageshack.us/img204/1958/2011081100007.th.jpg) (http://img204.imageshack.us/img204/1958/2011081100007.jpg)

And finally, I give you a picture from the bunker hatch. There are now two paths leading away from the bunker hatch. You are now free to take the route going right that leads to the satellite, or you may take the path going left leading to the helipad. Both options have cover from the hills and make it safer for you to go on your journey without being too exposed. This area will undergo more changes than the rest of the pictures as it hasn't gotten detailed with props and things. More on that in a different update. :)




And finally, I leave you with this final image. This map below is an overhead view (like i gave in a previous update) of the map in its current state. This proposal of weapon spawns, tokens, team spawns, and everything else was draw up by ES and discussed in game. The key idea behind it was balance and providing for a good variety of weapon spawns and armor locations, while trying not to make any one location "campable."

Key:

Numbers 1-8 represent power of weapon (in case anyone didn't know that already)
And "A" and "1/2 A" is Full armor and Half armor

(http://img88.imageshack.us/img88/2727/siberialayoutproposal.th.png) (http://img88.imageshack.us/img88/2727/siberialayoutproposal.png)


Please take some time to look at this and give your opinions. If you feel so inclined to, I am going to paste a unmarked image of the overview in which you are more than welcome to edit to your liking if you think of a much better make up for the map. :) I will post it if anyone expresses interest in making revisions on this tread, or i might post it anyways. :)

Well, thank you all for sticking with me up to this point. I am sure I will have more updates coming soon and I hope you guys keep coming back. Thank you for the support so far.

Saint



 





Title: Re: Ge_Siberia_LuchSaint
Post by: namajnaG on August 12, 2011, 04:42:51 am
Marvellous, All we need now is an XMas version with Christmas trees and lights scattered around the map during the holidays.
Naw, I'm just fooling around. Unless...
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on August 12, 2011, 05:55:09 am
I think this is as close to Christmas as you can get :)
Title: Re: Ge_Siberia_LuchSaint
Post by: liamcadhain on August 12, 2011, 10:04:15 am
Looks great so far. I'm loving the ridiculously oversized snowman on the 3rd image too, lol.
Title: Re: Ge_Siberia_LuchSaint
Post by: RobbeR49 on August 12, 2011, 09:42:41 pm
I was originally going to say the snowmen seemed too prominent for what I would say is more like an easter-egg type feature, but since this isn't an official map anyways, I take that back.

In fact, you should put in some snowmen built over barrels for some exploding snowmen.

Title: Re: Ge_Siberia_LuchSaint
Post by: kraid on August 12, 2011, 11:57:53 pm
In fact, you should put in some snowmen built over barrels for some exploding snowmen.
You don't even need to add a barrel to the snowmen, just compile a version of it which is also spawning barrel pieces when breaking and has an explosion.
Maybe a 2nd skin which is only slightly different would be good, just enough to be able to tell which one is the explosive version if you know where to look at.
Title: Re: Ge_Siberia_LuchSaint
Post by: Rick Astley on August 13, 2011, 01:15:02 pm
This map (from looking at the images) looks like Pure Awesome-Sauce with a side of Onion and Pineapple...i cant wait till this is released
Title: Re: Ge_Siberia_LuchSaint
Post by: killermonkey on August 13, 2011, 01:50:45 pm
I am afraid that MI6 doesn't have as good of an access to the level 8 weapon as Janus does.

I think removing that level 8 in the boonies and putting an armor or level 7 would suffice. That would make the level 8 a contention point.
Title: Re: Ge_Siberia_LuchSaint
Post by: Entropy-Soldier on August 13, 2011, 04:51:53 pm
MI6 has an easier time gaining access to and holding the dish area, so i figured it would be best to provide Janus with a slightly more accessible level 8 to compensate.  Of course, this was just a quick draft so we'll have to see just how much this extra spawn tips the balance; it could be more than intended depending on the weapon set.
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on August 13, 2011, 08:41:11 pm
As I promised earlier, here is a draw up that Mangley did. Both of the layouts I have seen have faults and weaknesses so I might take bits and pieces from each. Mangley presents an interesting idea though by adding two spawns to each team spawn, splitting up the tension in the map and providing multiple angles of action. I feel like it might help the flow of the map to split the spawns up. However, if I do implement this method, I will weight the spawns 60:40 with the primary spawn getting a higher weight. The entrance to bunker is a throttle point so I don't want a huge number of teams spawning there for that reason, and they are limited to weapon spawns.

(http://img818.imageshack.us/img818/7347/natalyasbreasts.th.jpg) (http://img818.imageshack.us/img818/7347/natalyasbreasts.jpg)

Here is the original picture for anyone that might be interested in making their own mock up. I would appreciate as much feedback and plans as possible to make the most balanced system possible.

(http://img6.imageshack.us/img6/6545/natalyau.th.jpg) (http://img6.imageshack.us/img6/6545/natalyau.jpg)
Title: Re: Ge_Siberia_LuchSaint
Post by: killermonkey on August 13, 2011, 09:46:13 pm
natalyas breasts huh?

Only thing I don't like is the level 8 so close to Janus areas on the top of the map.
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on August 14, 2011, 04:54:00 pm
You can thank mangley for that sexy name :)
Title: Re: Ge_Siberia_LuchSaint
Post by: Rick Astley on September 12, 2011, 11:17:28 am
so is there any news about a release date or info on the map?
Title: Re: Ge_Siberia_LuchSaint
Post by: Entropy-Soldier on September 12, 2011, 04:30:12 pm
you better not release it without me, ccsaint.
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on September 12, 2011, 05:30:48 pm
Dude, I have seriously been having withdrawals without you....not to mention I have had Siberia questions for you too. Really wish you were available. :/

And no, there isn't a release date for it. However, I am down to a list on my desk of things to finish. We are getting closer than I ever have before. I would imagine a month max.....although I have said this before. Life sometimes gets in the way, of course. :)

Title: Re: Ge_Siberia_LuchSaint
Post by: Troy on September 12, 2011, 06:01:27 pm
Would it be possible to reduce the friction on the ice?  That would be a nice touch.
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on September 13, 2011, 06:54:33 am
@Troy, read back into the tread.

Hey guys,

 Lots of progress has been made today/last few days. I am feeling pretty damn good about the map right now. My list is getting shorter and shorter and I foresee another event being held in the near future to celebrate another community map. Release day is not that far away. As or right now, I am feeling pretty good as everything I have implemented has started to create a "cold, murky feeling" to the level. This is exactly what I was going for when I made it. It finally gives me the chills, and that is a good sign. (The music helps a lot with that) :)

Anyways, I took some new screenshots tonight but you guys will have to wait to see them. You might be able to get the cold feeling from them, but I got it more in game than from pictures. :) Today was a big day though

Things that got done:

- Modified Fog Values accordingly
- Drew up a combination layout from everyone who posted one and made my own from them. Thanks for everyone who did. We now have a FANTASTIC balanced layout. :)
- Implemented all weapon spawns/armor spawns/spawn points for team play and normal.
- Optimized prop fade in and outs/worked with VIS to create decrease rendering. Performance is on par to be one of the best performing maps in the game at the moment.
- Redid 1/2 the player clips around the level
- Smoothed displacements
- Fixed many simple stupid errors
- Modified some lighting added new lights
- Finalized mountains/Tree layout
- Added more cover around the map & more trees.

Still left to Do:

- Optimize further
- Finish playerclips
- Fix HDR
- VPhysics
- Implement Token spawns and capture points
- Further smooth and work with some last minute displacements

After this to do list is done, there will be an internal test with the QA team. Assuming it passes that without needing some sort of drastic change, it will then be given to the public for testing.

I am setting no date of when it will release to you guys because, frankly, I am not the greatest at keeping deadlines. But rest assured, lots of progress has been made and is being made.

Peace,
Saint

P.S. I will post some pictures later :)
Title: Re: Ge_Siberia_LuchSaint
Post by: killermonkey on September 13, 2011, 10:28:20 am
Man you sound like you've been doing this shit for years :-)
Title: Re: Ge_Siberia_LuchSaint
Post by: Troy on September 13, 2011, 02:53:06 pm
Yes, the ice is nice and slippery. :)
Sounds good.
Title: Re: Ge_Siberia_LuchSaint
Post by: markpeterjameslegg on September 13, 2011, 05:46:28 pm
Awesome.
Title: Re: Ge_Siberia_LuchSaint
Post by: liamcadhain on September 13, 2011, 08:48:55 pm
Nice one Saint, I spotted that Siberia tweet earlier on and figured you were nearly done with the map or something.
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on September 13, 2011, 10:06:05 pm
Getting there...not quite yet. Although now that major posted that, I feel pressured :P
Title: Re: Ge_Siberia_LuchSaint
Post by: namajnaG on September 13, 2011, 10:32:08 pm
Well, You still got four months until christmas!
Title: Re: Ge_Siberia_LuchSaint
Post by: Ruone Delacroix on September 13, 2011, 10:42:21 pm
Well, You still got four months until christmas!

Let's not mention that particular event just yet. I want to enjoy the autumn first please.
Title: Re: Ge_Siberia_LuchSaint
Post by: major on September 13, 2011, 10:54:45 pm
Since I can't whip you irl, ill pressure you via the web.
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on September 15, 2011, 05:55:05 am
Since I can't whip you irl, ill pressure you via the web.

aww thanks, you are so kind :P
Title: Re: Ge_Siberia_LuchSaint
Post by: The Cy on September 15, 2011, 10:34:00 am
"Finish it now and cake will be served immediately."

(http://www.runkulor.de/wp-content/uploads/2009/12/portal-cake1.jpg)
Title: Re: Ge_Siberia_LuchSaint
Post by: Jeron [SharpSh00tah] on September 15, 2011, 03:55:40 pm
(http://t3.gstatic.com/images?q=tbn:ANd9GcQ9KkJlaKyi6Es2ST_6E6Y1WyGab-YK1NIiHuU0rBjcx9z_VVG3hi5_tcJW)
Title: Re: Ge_Siberia_LuchSaint
Post by: Kratos on September 15, 2011, 04:24:04 pm
"Finish it now and cake will be served immediately."

(http://www.runkulor.de/wp-content/uploads/2009/12/portal-cake1.jpg)

The Cake is a Lie!
Title: Re: Ge_Siberia_LuchSaint
Post by: Rodney 1.666 on September 15, 2011, 07:52:32 pm
It's all secrets and lies. (http://www.youtube.com/watch?v=AMASQZ5bsrw)
Title: Re: Ge_Siberia_LuchSaint
Post by: Bashe on September 15, 2011, 10:16:22 pm
Stop.
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on September 16, 2011, 07:59:25 pm
Final Siberia Layout for weapons, team spawns, tokens, and so forth:

(http://img163.imageshack.us/img163/9555/saintproposalcopy.jpg) (http://img163.imageshack.us/img163/9555/saintproposalcopy.jpg)

Screenshots to come later. :)
Title: Re: Ge_Siberia_LuchSaint
Post by: killermonkey on September 16, 2011, 11:19:00 pm
OMG stop pulling our chains!!! :-)
Title: Re: Ge_Siberia_LuchSaint
Post by: Rick Astley on September 17, 2011, 02:17:11 am
Dude it looks great

and the best thing too is that Siberia 2 (you know the 2nd Siberia level in the original) with be much easier- just change the skybox and have it darker and presto
Title: Re: Ge_Siberia_LuchSaint
Post by: namajnaG on September 17, 2011, 03:27:29 pm
and the best thing too is that Siberia 2 (you know the 2nd Siberia level in the original) with be much easier- just change the skybox and have it darker and presto

Not exactly, Lighting and HDR will need some tweaking to adjust to the new environnement.
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on September 17, 2011, 06:04:18 pm
Sorry for the chain pulling :P

Anyways, I made this inbetween surface 1 and 2 because I wanted it to have a mixed feel. I don't plan on releasing two versions of the map so you guys will have to put up with this version until luchador releases his official surface. :)
Title: Re: Ge_Siberia_LuchSaint
Post by: Jeron [SharpSh00tah] on September 17, 2011, 06:30:03 pm
I like my chain to be pulled :P
Title: Re: Ge_Siberia_LuchSaint
Post by: major on September 17, 2011, 07:49:38 pm
Along with your chicken.
Title: Re: Ge_Siberia_LuchSaint
Post by: markpeterjameslegg on September 18, 2011, 12:12:28 am
Along with your chicken.

He's pulling your leg.
Title: Re: Ge_Siberia_LuchSaint
Post by: Rick Astley on September 18, 2011, 01:15:48 pm
imagine a round of Siberia with nothing but Snipers and Ak47s...that would be cool
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on September 18, 2011, 06:08:27 pm
Proxie came up with a weapon set called "Siberian Warfare" which I think was just that, if I can remember correctly. Totally sounds like a lot of fun. :)
Title: Re: Ge_Siberia_LuchSaint
Post by: Proxie on September 18, 2011, 09:39:10 pm
Yeah, also had Grenade and Rocket Launchers I think.
Title: Re: Ge_Siberia_LuchSaint
Post by: terps4life90 on September 30, 2011, 08:58:45 pm
CCSaint, Love your maps :), i had an idea, for the surface 2 level....since u basically have the first surface done, all you have to do is make it dark and add epic glowing lights that lead the way :), i think it would be badass.
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on September 30, 2011, 10:27:38 pm
I planned siberia to be a hybrid between surface 1 and surface 2 so I will not be releasing another variation of it, as far as I know.
Title: Re: Ge_Siberia_LuchSaint
Post by: Rick Astley on October 07, 2011, 09:36:51 am
i saw the images on Facebook...Epic
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on October 08, 2011, 05:05:42 am
A timeline for release day is already planned out internally. You should see a public release date appear here soon. Just need to do a few more internal tests before I feel confident enough to release it to public. :)

In the mean time, if you guys would like to get involved,  I would some custom weapon sets from the public. Feel free to make a few and post them on here and I will include them in the release package, assuming they are balanced relatively well. If not, I and a few others can always tweak them a little bit.
Title: Re: Ge_Siberia_LuchSaint
Post by: namajnaG on October 08, 2011, 07:20:59 am
How about...

PP7 (Silenced)
KF7
Sniper Rifles
Grenade Launchers
Remote Mines

All the weapons that are present in the original mission, And make the starting weapon the sniper so everything can be balanced fairly.
I'd call it Siberia Classic.
Title: Re: Ge_Siberia_LuchSaint
Post by: Rick Astley on October 08, 2011, 08:21:47 am
Classic Siberia is a good idea
Title: Re: Ge_Siberia_LuchSaint
Post by: major on October 09, 2011, 03:19:56 am
All those weapons look like they would work good. 8 slots though, so what weapons to double up?

Maybe: 


Code: [Select]
"siberia_classic"
{
"print_name" "Siberia Classic"
"weapons"
{
"0" "PP7_SILENCED"
"1" "KF7"
"2" "PP7_SILENCED"
"3" "SNIPER_RIFLE"
"4" "KF7"
"5" "SNIPER_RIFLE"
"6" "REMOTE_MINE
"7" "GRENADE_LAUNCHER"
}
}

Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on October 09, 2011, 07:17:00 am
actually, that weapon set looks pretty sexy major. After evaluating weapon spawns in siberia too, I think it will play out nicely. :)
Title: Re: Ge_Siberia_LuchSaint
Post by: namajnaG on October 09, 2011, 07:43:36 am
Agreed, This looks like it could work out pretty good!
Title: Re: Ge_Siberia_LuchSaint
Post by: Airtux on October 09, 2011, 07:34:30 pm
You have tested siberia or not yet?
Title: Re: Ge_Siberia_LuchSaint
Post by: namajnaG on October 09, 2011, 11:31:31 pm
Of course, They have. The map has been in development for a while now!
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on October 11, 2011, 06:36:36 am
We just finished our second round of internal testing this evening. Had a full server and tested all gamemodes. It was pretty nice. Lots of new changes/fixes being done before our next test. We are getting close my friends..:)
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on October 16, 2011, 06:28:17 am
Update:

       Thanks to all the magnificent testing that has been going on, you guys are going to get a very polished product. I had a few people make a few layout suggestions so I am changing those accordingly right now (don't worry, they won't take more than a night :P). It isn't like my previous layout redo where it took forever. This is just a minor thing that will make gameplay A LOT more interesting while providing some more cover.
       Secondly, thanks to the testing we had I realized Siberia actually was an OVERLY intense map to play on. People were reporting lower frame rates than any map previously due to me going a little overkill on some features and not optimizing the best I could. I am happy to say that I have demolished a lot of this problem in just a few hours of working on it. At the moment, whatever testers were getting previously as their lowest FPS is now +42 frames from lowest value. (previous low while looking at the dish + 42FPS). This is a remarkable improvement so far in FPS and I expect it to only get better. Still working on a few things to improve it even more, but yeah. :)
       Thirdly, weapon spawns are being redone because of poor placement and lack of understanding when I first did them. Because I based them around team spawns balancing (or what I thought was balancing), the map actually played out quite poorly. Thanks to many members of the community (mostly ES), I now have a clearer understanding of how to make it so wherever you spawn you are almost guaranteed to not be stuck with a klobb. :P So anyways, these are just a few things that are coming in the next INTERNAL RC2 update that will undergo testing here soon. If everything pans out and starts balancing up, you guys might possibly see a release date show up here on the forums. :)

Also, please be sure to thank ES for making a model of the observatory dome, snowmen, and snowballs. He really did a nice job with them and he should get some praise for putting in the effort to help me, along with many other things. :)

Take an easy and more to come later,

Saint
Title: Re: Ge_Siberia_LuchSaint
Post by: Rick Astley on October 16, 2011, 09:10:25 am
Awesome thanks CCsaint and ES :)

Title: Re: Ge_Siberia_LuchSaint
Post by: liamcadhain on October 16, 2011, 11:31:18 am
Nice one, glad you got that FPS issue sorted out and congrats to E-S as well for those models. Can't wait to see the release date
Title: Re: Ge_Siberia_LuchSaint
Post by: CCsaint10 on November 07, 2011, 03:51:21 am
"Release Candidate 2" of siberia undergoes testing tomorrow. Will let you guys know how it goes. :-)


P.S. Just a little side not, the name of the map now is "ge_siberia_cc". Luchador still gets a lot of credit for this map, but the name was so long it had to be shortened...luchador's spray is still in the map though to remind you guys of the original guy behind it all. :)
Title: Re: ge_siberia_cc
Post by: mbsurfer on November 07, 2011, 06:35:44 am
If you need testers, and you see I'm online, send me a message ;-)
Title: Re: ge_siberia_cc
Post by: The Cy on November 07, 2011, 08:37:10 am
If you need testers, and you see I'm online, send me a message ;-)

same here. would be a pleasure
Title: Re: ge_siberia_cc
Post by: CCsaint10 on November 23, 2011, 09:19:56 pm
Well guys, here we go! :D

http://www.youtube.com/v/iL_iCa9mxBY
Title: Re: ge_siberia_cc
Post by: namajnaG on November 23, 2011, 09:35:24 pm
Nicely done!
Title: Re: ge_siberia_cc
Post by: mbsurfer on November 23, 2011, 10:29:14 pm
Nice to see everything has come together so well. Good luck with the release!
Title: Re: ge_siberia_cc
Post by: basstronix on November 23, 2011, 11:11:55 pm
let me finish up that track before you release :)
Title: Re: ge_siberia_cc
Post by: Rick Astley on November 23, 2011, 11:55:20 pm
looks great the trailer is really good Saint...good work on the song Trent though is that the surface remix or a completely diffrent song?
Title: Re: ge_siberia_cc
Post by: CCsaint10 on November 24, 2011, 03:35:02 am
It is actually a surface/runway kind of remix. You can hear the runway theme in it, but it also has the start/feel of a little of surface. I am sure the final version he comes out with will be much more distinct. :-) Anyways, thanks for the remarks guys. I figured after we all talked about doing a release video for third party maps to get people fired up in another thread that I would be the start to that. :-)
Title: Re: ge_siberia_cc
Post by: Rick Astley on November 24, 2011, 09:45:49 am
Anyways, thanks for the remarks guys. I figured after we all talked about doing a release video for third party maps to get people fired up in another thread that I would be the start to that. :-)

imagine a joined trailer of Funhouse, Siberia and Grid....that would be awesome sauce
Title: Re: ge_siberia_cc
Post by: PPK on November 24, 2011, 09:58:09 am
This looks like a great update. I remember Siberia in the old days: a camping nightmare. Sure, I didn't play it often because of that but I clearly remember it. This new layout looks much better because it's meant to prevent that.

It still lacks some detail in a few areas (the interiors are a bit bare at the moment) but I know this is not final and even after being released it will be updated but the exterior looks great. I really love it. Kudos for this map, man.
Title: Re: ge_siberia_cc
Post by: Gabbo on November 24, 2011, 07:19:47 pm
I still would like to see the giant snow man have a button that launches it into orbit.
Too much rotating for me in the trailer, but I know the map is excellent.
Title: Re: ge_siberia_cc
Post by: Rodney 1.666 on November 24, 2011, 08:38:58 pm
The camera work is no Beta 001 but the map is sexeh regardless. ;-)
Title: Re: ge_siberia_cc
Post by: coolDisguise on November 25, 2011, 12:07:11 am
Really, that turning helps getting to see the map, but it gives me headaches. Does 'coming December 2011' mean only the map will be released or 4.2 will be released? :o
Title: Re: ge_siberia_cc
Post by: The Cy on November 25, 2011, 12:31:37 am
Really, that turning helps getting to see the map, but it gives me headaches. Does 'coming December 2011' mean only the map will be released or 4.2 will be released? :o

only the map I suppose.  I look forward to something really special in december: walking through snow, painted with your blood  8)
Title: Re: ge_siberia_cc
Post by: coolDisguise on November 25, 2011, 12:34:02 am
only the map I suppose.  I look forward to something really special in december: walking through snow, painted with your blood
Das bisschen Blut, das macht nichts, das ist biologisch abbaubar. *hust*
Title: Re: ge_siberia_cc
Post by: terps4life90 on November 25, 2011, 03:03:34 am
only the map I suppose.  I look forward to something really special in december: walking through snow, painted with your blood  8)

Das bisschen Blut, das macht nichts, das ist biologisch abbaubar. *hust*

I will enjoy killing you both.
Title: Re: ge_siberia_cc
Post by: CCsaint10 on November 25, 2011, 07:40:58 am
Camera work is the best it can be with my computer rendering a video like that at 720p. I had to have luchador actually record the demo because my computer can't handle realtime recording the video on full settings while keeping frames above 60. That, and source recording and demo smoothing is shit and ultra buggy to get working correctly. SSL can back that statement up real well since he has experience with that function of the engine.


Sadly, the camera work wasn't the greatest...but I think it serves its function well enough to get people excited. Sorry it wasn't any better. :/ If you really wanted a better trailer though, I would have to delay the map even more...and I am sure that EVERYONE would like that? :P


Oh yeah, and to answer your question, December, 2011 does not mean 4.2 release.



Title: Re: ge_siberia_cc
Post by: terps4life90 on November 25, 2011, 01:06:44 pm
Yes it does CCsaint.
Title: Re: ge_siberia_cc
Post by: Gabbo on November 25, 2011, 06:45:54 pm
Yes it does CCsaint.
Don't hold your breath on that.
CCSaint, what's a few months delay between friends? You can claim you've switched to Old Valve time.
Title: Re: ge_siberia_cc
Post by: terps4life90 on November 26, 2011, 04:15:45 am
I will make a bet with you that it will.
Title: Re: ge_siberia_cc
Post by: CCsaint10 on November 26, 2011, 06:06:33 pm
Make a bet on what? That the map gets delayed or 4.2 is released in December? I am not really sure of the context of what you guys are saying...

And no..it isn't worth it to make another trailer...so deal with it if that one isn't "good enough" for you. I can only do much with my outdated computer...
Title: Re: ge_siberia_cc
Post by: terps4life90 on November 26, 2011, 10:26:11 pm
That 4.2 will release in december :D. i thought your trailer was amazing.
Title: Re: ge_siberia_cc
Post by: Rick Astley on November 27, 2011, 12:43:41 am
That 4.2 will release in december :D. i thought your trailer was amazing.

agree the trailer is actually pretty cool..the map layout is top notch.
4.2 im not sure it might come out probarly in the new year....
Title: Re: ge_siberia_cc
Post by: CCsaint10 on November 28, 2011, 06:27:48 am
That 4.2 will release in december :D

However is thinking that is taking my trailer date way out of context...
Title: Re: ge_siberia_cc
Post by: terps4life90 on November 28, 2011, 07:09:47 am
I can read you like a book CCsaint :D.
Title: Re: ge_siberia_cc
Post by: Emilia on November 28, 2011, 07:42:31 am
I can't wait to play this map. It is really something the game needs :)
Title: Re: ge_siberia_cc
Post by: CCsaint10 on November 28, 2011, 08:07:08 am
I can read you like a book CCsaint :D.

Apparently not :P
Title: Re: ge_siberia_cc
Post by: Rick Astley on November 28, 2011, 09:42:07 am
i have the feeling that siberia will be one of the great third party maps because it adds something new: imagine trying to use sniper riffles in a fog...using snowman as cover...cant wait :)

Title: Re: ge_siberia_cc
Post by: namajnaG on November 28, 2011, 05:24:52 pm
Fighting for the top of the satellite dish will also be loads of fun. ;)
Title: Re: ge_siberia_cc
Post by: Mangley on November 28, 2011, 06:07:17 pm
Fighting for the top of the satellite dish will also be loads of fun. ;)

Under no circumstances let E-S into his house.
Title: Re: ge_siberia_cc
Post by: terps4life90 on November 28, 2011, 08:00:45 pm
This is gonna be freaking awesome :).
Title: Re: ge_siberia_cc
Post by: Ruone Delacroix on November 28, 2011, 09:16:57 pm
It looks more and more beautiful every day. I definitely want to get it ASAP.

imagine trying to use sniper riffles in a fog...using snowman as cover...cant wait :)

Those snowman can't be trusted, you know. Look at them. All round and happy.
Title: Re: ge_siberia_cc
Post by: Rodney 1.666 on November 28, 2011, 11:02:35 pm
(http://www.mariowiki.com/images/5/56/Snowman2.jpg)
Title: Re: ge_siberia_cc
Post by: Gabbo on November 29, 2011, 01:41:39 am
I can read you like a book CCsaint :D.
It seems everyone else is reading a foreign translation of this book, and they don't speak the language, and the book is upside down.
Title: Re: ge_siberia_cc
Post by: Ruone Delacroix on November 29, 2011, 02:26:40 am
It seems everyone else is reading a foreign translation of this book, and they don't speak the language, and the book is upside down.

With a mirror?
Title: Re: ge_siberia_cc
Post by: Emilia on November 29, 2011, 05:45:16 am
i have the feeling that siberia will be one of the great third party maps because it adds something new: imagine trying to use sniper riffles in a fog...using snowman as cover...

Shame we can't make snow angels and put up Christmas lights.
Title: Re: ge_siberia_cc
Post by: Entropy-Soldier on November 29, 2011, 07:55:30 am
Under no circumstances let E-S into his house.

But it's cold outside :(
Title: Re: ge_siberia_cc
Post by: Rick Astley on November 29, 2011, 09:30:53 am
Shame we can't make snow angels and put up Christmas lights.

would be awesome for a Goldeneye Source Gmod Christmas video....
Title: Re: ge_siberia_cc
Post by: CCsaint10 on November 30, 2011, 10:00:59 pm
Just got done playing a full game of siberia with bots today. It was a pretty epic match. Lots of fun. :-) Just letting you guys know things are going well...


hehe, we should start taking bets on the release date in December and mark down which people are right. Then we can find some sort of reward to give out. :-)
Title: Re: ge_siberia_cc
Post by: Rick Astley on November 30, 2011, 10:28:48 pm
hehe, we should start taking bets on the release date in December and mark down which people are right. Then we can find some sort of reward to give out. :-)

id say between the 16th of December to perhaps December 28th...
Title: Re: ge_siberia_cc
Post by: terps4life90 on November 30, 2011, 10:52:38 pm
I think it will release on either the 25th or 31st of December :D.
Title: Re: ge_siberia_cc
Post by: Xanatos on December 01, 2011, 12:07:39 am
has this been released before?
Title: Re: ge_siberia_cc
Post by: Emilia on December 01, 2011, 05:20:05 am
I think it will release on either the 25th or 31st of December :D.

Not that people have anything better to do on Christmas Day and New Years Eve
Title: Re: ge_siberia_cc
Post by: major on December 01, 2011, 05:37:25 am
has this been released before?

The core is a old Alpha/Beta map. But really not much is the original.
Title: Re: ge_siberia_cc
Post by: coolDisguise on December 01, 2011, 12:55:00 pm
Not that people have anything better to do on Christmas Day and New Years Eve
Well I don... oh wait, that was rethorically and not everyone is like me ~
Title: Re: ge_siberia_cc
Post by: major on December 01, 2011, 06:21:03 pm
True, everyone isn't...cool.
Title: Re: ge_siberia_cc
Post by: Ruone Delacroix on December 02, 2011, 06:24:45 am
I'm going to say December 18th.
Title: Re: ge_siberia_cc
Post by: Rodney 1.666 on December 02, 2011, 06:33:54 am
January 6th.
Title: Re: ge_siberia_cc
Post by: CCsaint10 on December 02, 2011, 07:13:10 am
January 6th.

tsk tsk tsk :-)


EDIT: Teaser added to front page
Title: Re: ge_siberia_cc
Post by: coolDisguise on December 02, 2011, 12:10:40 pm
Front page? Where/what?
Besides, the September update on moddb isn't showing any pictures anymore.
Looks like we need another media update with new pictures, so people coming to that site won't have a bad first impression.  O:-)
Title: Re: ge_siberia_cc
Post by: The Cy on December 02, 2011, 12:56:45 pm
I say day 17th of december
Title: Re: ge_siberia_cc
Post by: Rodney 1.666 on December 02, 2011, 05:39:42 pm
tsk tsk tsk :-)

Re-reading, it doesn't look like we're talking about v4.2..
Title: Re: ge_siberia_cc
Post by: CCsaint10 on December 07, 2011, 09:30:08 am
Front page? Where/what?

Sorry,  I just mean the start of the thread. In the first post.
Title: Re: ge_siberia_cc
Post by: CCsaint10 on December 14, 2011, 03:03:58 am
Who will have the right date? Only time will tell. :-) :-)
Title: Re: ge_siberia_cc
Post by: terps4life90 on December 14, 2011, 04:42:31 am
Who will have the right date? Only time will tell. :-) :-)
I believe I will.
Title: Re: ge_siberia_cc
Post by: Rick Astley on December 14, 2011, 05:18:14 am
i saw another image of Siberia- the interoirs of the huts look really well detailed
lovely indeed
Title: Re: ge_siberia_cc
Post by: Ruone Delacroix on December 14, 2011, 04:24:02 pm
Two days two days two days two days two days two days two days two days two days.

/repeat for the next two days.
Title: Re: ge_siberia_cc
Post by: Mangley on December 14, 2011, 04:28:53 pm
Can't wait to see this baby finally released!  :-)
Title: Re: ge_siberia_cc
Post by: major on December 14, 2011, 10:54:21 pm
Two days two days two days two days two days two days two days two days two days.

/repeat for the next two days.

?
Title: Re: ge_siberia_cc
Post by: Gabbo on December 15, 2011, 01:17:37 am
Quote from: major
?
Someone has had a psychotic break waiting for this beast of a map. Probably on the verge of flinging excrement at passersby and screaming nonsense at potted plants.
Title: Re: ge_siberia_cc
Post by: Excidium on December 15, 2011, 06:39:12 pm
Looking Forward to this release... been in the tests and IMO this is gonna be a Hot map
Title: Re: ge_siberia_cc
Post by: CCsaint10 on December 15, 2011, 08:39:06 pm
Alright, just making a log of dates people have said:


The Cy - December 17th
Ruone Delacroix - December 18th
Terps4life90 - December 25th or 31st
Macc - January 6th...*grumble grumble*



Rick Astley, you are going to have to pick a date and not give me the 16th through the 25th or whatever. Too broad. Pick a date or two. :-)


Who will be right?
Title: Re: ge_siberia_cc
Post by: Rodney 1.666 on December 16, 2011, 01:26:45 am
*grumble grumble*
To repeat I had it in my head that we were talking about v4.2.
Title: Re: ge_siberia_cc
Post by: CCsaint10 on December 16, 2011, 03:46:09 am
To repeat I had it in my head that we were talking about v4.2.

I know..just giving you shit broski :)
Title: Re: ge_siberia_cc
Post by: Rick Astley on December 16, 2011, 10:56:35 am
December 26th
Title: Re: ge_siberia_cc
Post by: Troy on December 16, 2011, 02:09:24 pm
Release the map already Saint.
Title: Re: ge_siberia_cc
Post by: CCsaint10 on December 16, 2011, 06:40:48 pm
Release the map already Saint.

If only you knew...
Title: Re: ge_siberia_cc
Post by: coolDisguise on December 16, 2011, 06:50:38 pm
If only you knew...
... that it's scheduled to be released along with 4.2 (?) :o
Title: Re: ge_siberia_cc
Post by: Gabbo on December 16, 2011, 08:21:34 pm
... that it's scheduled to be released along with 4.2 (?) :o
If only it were that simple.
Title: Re: ge_siberia_cc
Post by: Ruone Delacroix on December 18, 2011, 10:03:39 pm
Saint, the map is miraculous! I've only spent about ten or fifteen minutes on it for now, but I was loving every bit of it. I was so happy to be able to shoot the tables and chairs. That was a great thing to throw in. Also the shaft entrance was a very nice touch. I can't wait to get some blood on the snow soon.
Title: Re: ge_siberia_cc
Post by: CCsaint10 on December 19, 2011, 06:57:28 am
I am glad you like it. :) I would love to join you some time in game and play. Good luck on your exploration of the map and thanks for the kind words.
Title: Re: ge_siberia_cc
Post by: namajnaG on December 19, 2011, 07:37:24 am
Wonderful buddy, That's marvellous work.
Title: Re: ge_siberia_cc
Post by: Rick Astley on December 19, 2011, 08:38:28 am
the map is really great.. it has amazing layout, weapons loadout, graphics, great gameplay- the weapons set is great and i love how the fog makes it harder to hit people- if it wasnt for my mouse playing up i would still continue 3 rounds of Siberia...

i salute to you saint for making this wonderful map and hats off to GoldenZen for making the Surface_alternative track which feels perfect for Facility

Title: Re: ge_siberia_cc
Post by: major on December 19, 2011, 08:50:46 am
Moved to release section, and added map pack download to OP.

Great work man.
Title: Re: ge_siberia_cc - Released
Post by: CCsaint10 on December 27, 2011, 09:35:46 am
Just revised the first post to include server files for admins. Thanks everyone. :)
Title: Re: ge_siberia_cc - Released
Post by: V!NCENT on December 28, 2011, 09:27:59 pm
I love the easter-egg of breaking into bunker  :-D  And also the explode-able tables  :-D


Are those barrels new?


According to the movie, the fog was low hanging (about middle size of the tower and half a tree). That would make up for some interesting gameplay. This couldn't be implemented on the N64, but the power of modern computers can do this with particles.


Also, for the night version; the towers have lights on them.


As said earlier; the long walking can be a drag, but the camp-size in the movie is not so big, so there are some ideas as well.


These are all, ofcourse, merely my personal suggestions and feedback...
Title: Re: ge_siberia_cc - Released
Post by: CCsaint10 on January 02, 2012, 06:05:24 am
The barrels were made by E-S. I made an alternate snowy texture on top of his to fit with the snow. Why are you telling me about the towers having lights in the night version....this isn't a night version.

I have possibly considered toying with the layout a little more before a 4.2 version comes out. Making it smaller of finding some alternate method. I don't know. We will see if anything happens. As of right now, I hope people keep playing it. I haven't had a chance to really jump in with people but hopefully it has been enjoyable. Lots of fun in that map.
Title: Re: ge_siberia_cc - Released
Post by: terps4life90 on January 02, 2012, 07:05:32 am
The barrels were made by E-S. I made an alternate snowy texture on top of his to fit with the snow. Why are you telling me about the towers having lights in the night version....this isn't a night version.

I have possibly considered toying with the layout a little more before a 4.2 version comes out. Making it smaller of finding some alternate method. I don't know. We will see if anything happens. As of right now, I hope people keep playing it. I haven't had a chance to really jump in with people but hopefully it has been enjoyable. Lots of fun in that map.

Obviously because we want the night version and your the right man for the job...take a hint GOD!
Title: Re: ge_siberia_cc - Released
Post by: CCsaint10 on January 03, 2012, 12:30:36 pm
Sorry, not making another version. I will continually roll updates out for this map, but I wont do something insanely crazy like a new version.
Title: Re: ge_siberia_cc - Released
Post by: Emilia on January 05, 2012, 03:03:10 am
I love love love the music for this map. It is eerie, but so awesome.

Congrats Saint! The map is awesome!

A night version of this would be insane, however, I would scale down the size. Though, Saint, you can take a step back and let someone else have a crack at another version.

The thing that makes me laugh when I play this map is a lot of people say, "I'm lost!" The map is huge but too much snow messes with your mind :P
Title: Re: ge_siberia_cc - Released
Post by: major on January 05, 2012, 04:29:01 am
RED RUM, RED RUM
Title: Re: ge_siberia_cc - Released
Post by: Gabbo on January 05, 2012, 05:18:57 pm
RED RUM, RED RUM
Saint should tackle the hedge maze from the Shining. People think they get lost now...
Title: Re: ge_siberia_cc - Released
Post by: The Cy on January 05, 2012, 10:06:09 pm
why not creating a footprint-decal and stamp it in the snow? and a frozen axe lying around

you know I love movie-allusions in maps
Title: Re: ge_siberia_cc - Released
Post by: major on January 05, 2012, 10:59:39 pm
why not creating a footprint-decal and stamp it in the snow? and a frozen axe lying around

I support this message
Title: Re: ge_siberia_cc - Released
Post by: PPK on January 06, 2012, 09:00:16 am
I found these two small "problems" the other day while playing on Spectrum's server:

(http://img444.imageshack.us/img444/4339/2012010300002.th.jpg) (http://imageshack.us/photo/my-images/444/2012010300002.jpg/)    (http://img440.imageshack.us/img440/1720/2012010300001.th.jpg) (http://imageshack.us/photo/my-images/440/2012010300001.jpg/)

I think you can only see the gaps on lower settings because I asked the people in the server and they said they could see nothing.
Title: Re: ge_siberia_cc - Released
Post by: Emilia on January 06, 2012, 09:16:07 am
Ah, so that's what you meant! No, I couldn't see that.

PS: You could have waited to take a screenshot when I wasn't being owned by Mijy.
Title: Re: ge_siberia_cc - Released
Post by: major on January 06, 2012, 10:16:49 am
PS: You could have waited to take a screenshot when I wasn't being owned by Mijy.

Then he would of never had the chance to take it.

Yeah I don't see this either. Low settings strikes again.
Title: Re: ge_siberia_cc - Released
Post by: PPK on January 06, 2012, 12:27:57 pm
Ah, so that's what you meant! No, I couldn't see that.

I think you couldn't see them because you had either bloom or HDR enabled; I think those two cover up that gap.

I play on the lowest settings possible because I can't stand anything below 40 FPS at all time and this is the only way to stay above that (I'm not upgrading a 5 year-old laptop).
Title: Re: ge_siberia_cc - Released
Post by: V!NCENT on January 06, 2012, 01:11:04 pm
I found these two small "problems" the other day while playing on Spectrum's server:

(http://img444.imageshack.us/img444/4339/2012010300002.th.jpg) (http://imageshack.us/photo/my-images/444/2012010300002.jpg/)    (http://img440.imageshack.us/img440/1720/2012010300001.th.jpg) (http://imageshack.us/photo/my-images/440/2012010300001.jpg/)

I think you can only see the gaps on lower settings because I asked the people in the server and they said they could see nothing.
I believe this is a driver problem. Had these skybox lines on and off with various games and various graphics cards.
Title: Re: ge_siberia_cc - Released
Post by: markpeterjameslegg on January 06, 2012, 04:04:48 pm
I don't have these lines, but I play maxed out.
Title: Re: ge_siberia_cc - Released
Post by: PPK on January 06, 2012, 04:06:27 pm
I don't have these lines.

I made a reference to my low settings. That's why I see them; if you have HDR or bloom enabled, it's possible you don't see them because they cover the gaps.

I believe this is a driver problem. Had these skybox lines on and off with various games and various graphics cards.

Everything runs fine here, everywhere, except for Siberia. It's not something terribly important, of course. just a very minor thing I spotted. The rest looks fine, except for the huge size :D.
Title: Re: ge_siberia_cc - Released
Post by: Gabbo on January 06, 2012, 06:13:11 pm
I made a reference to my low settings. That's why I see them; if you have HDR or bloom enabled, it's possible you don't see them because they cover the gaps.

Everything runs fine here, everywhere, except for Siberia. It's not something terribly important, of course. just a very minor thing I spotted. The rest looks fine, except for the huge size :D .

It's odd, I also play/test on extremely low settings and haven't seen the gaps in the skybox before.


why not creating a footprint-decal and stamp it in the snow?
Yes, yes we should.
Title: Re: ge_siberia_cc - Released
Post by: markpeterjameslegg on January 06, 2012, 09:17:07 pm
Actually, footprints would be so cool if they stayed long enough, you could make good use of them to locate the enemy, much more fun than using the radar.
Title: Re: ge_siberia_cc - Released
Post by: PPK on January 06, 2012, 09:22:14 pm
It's odd, I also play/test on extremely low settings and haven't seen the gaps in the skybox before.

DirectX 8.1? I have DX9 but I force 8.1

Yeah, I know, I'm crazy. The truth is everything runs so smoothly now.
Title: Re: ge_siberia_cc - Released
Post by: namajnaG on January 06, 2012, 10:02:38 pm
Try "r_3dsky 1" in the console.
Title: Re: ge_siberia_cc - Released
Post by: Gabbo on January 06, 2012, 10:58:34 pm
DirectX 8.1? I have DX9 but I force 8.1

Yeah, I know, I'm crazy. The truth is everything runs so smoothly now.
On the test machine, 9.
Title: Re: ge_siberia_cc - Released
Post by: V!NCENT on January 09, 2012, 04:58:23 pm
DirectX 8.1? I have DX9 but I force 8.1
Are you on Unix, or just using a GPU from the stone age? :P
Title: Re: ge_siberia_cc - Released
Post by: PPK on January 09, 2012, 06:06:10 pm
Are you on Unix, or just using a GPU from the stone age? :P

Last I checked, 2006 wasn't the Stone Age. It can handle DX9 mighty fine (read that again) but I prefer to force 8.1 since I don't dig occasional slideshows of crowded GES firefights.

Try "r_3dsky 1" in the console.

I'll try that, even if I have no idea what it does.
Title: Re: ge_siberia_cc - Released
Post by: V!NCENT on January 09, 2012, 07:50:27 pm
Last I checked, 2006 wasn't the Stone Age. [since you like to go that way, may I remind you that silicon is actually made from stone?] It can handle DX9 mighty fine (read that again) but I prefer to force 8.1 since I don't dig occasional slideshows of crowded GES firefights.
That's kind of odd, since any API (like D3D) is JIT compiled to shaders with current drivers.

Your CPU sucks balls :-D
Title: Re: ge_siberia_cc - Released
Post by: Ruone Delacroix on January 09, 2012, 08:56:28 pm
I have a couple of Intel Celerons you can have, PPK! Anyhoo. Saint, I absolutely love the map. It's an incredible feat all around, and my personal favorite touch is the little easter egg with the vent shaft and more importantly the exploding props.

Kudos to you. I can't wait to get back out there.


...and I just realized that I pretty much said the same thing twice. Wow.
Title: Re: ge_siberia_cc - Released
Post by: PPK on January 09, 2012, 10:28:30 pm
Your CPU sucks balls :-D
Thank you for not showing restraint.


I tested that command, r_3dsky 1, and everything looks the same. The gaps are right above the large antenna. As I said, it's a minor thing.
Title: Re: ge_siberia_cc - Released
Post by: V!NCENT on January 09, 2012, 10:36:52 pm
Thank you for not showing restraint.
It's an object. Don't take it personally ;)
Title: Re: ge_siberia_cc - Released
Post by: PPK on January 10, 2012, 09:38:39 am
It's an object. Don't take it personally ;)
I didn't, you don't have to worry. I just didn't like your tone, that's all. Topping it off with the silicon remark was not necessary, though. We know you know silicon is a mineral.

I've been here wondering about the hills on the map. Why not allow players to get on top? I think it could work well because you dug the paths deep enough to not make the hills viable for camping; it could also open up the map a little more and thus not make it look so big. Sure, it would take away some of the choke points the paths provide so making them all accessible wouldn't be good (I think). It's just a suggestion.

I like it so far, especially the explosive furniture, as someone pointed out.
Title: Re: ge_siberia_cc - Released
Post by: CCsaint10 on February 05, 2012, 01:57:05 am
PPK, there is no HDR on this map. This map was only compiled on LDR, for a multitude of reasons. It is something with you video card causing the lines in the sky, as they are not there when we play. Or it is caused by DX 8.1. DX81 used to cause strange things like that for me all the time.


As for the open hills, I am still considering that. I originally blocked it out to have them closed, but there has been a lot of demand to open them up. I will consider it, though it make the map HUGE and make it very hard to figure out where you opponent is roughly located. It could also cause a lot of sniping/camping problems. I am not sure how i want to handle it.


Keep playing the map, I want to hear what people find.
Title: Re: ge_siberia_cc - Released
Post by: CCsaint10 on October 15, 2012, 06:38:08 am
bump - links have been updated and are now working. Sorry for the inconvenience. :)