GoldenEye: Source Forums

Editing and Customization => Community Content => Topic started by: Mangley on December 08, 2009, 01:14:34 am

Title: Ge_Rocket (WIP)
Post by: Mangley on December 08, 2009, 01:14:34 am
I'm currently working on a map for Goldeneye: Source called ge_rocket. The map is actually a pseudo-remake of an old Medal of Honor multiplayer map which was a V2 Rocket facility which I wanted to remake. I'm not sticking faithfully to the original map design much at all, only the general layout with necessary refinements to fit Goldeneye gameplay suitably.

In this Goldeneye: Source rendition it will be a disused, late cold war Russian military missile base which has been adopted by Janus and is in the process of being renovated. Architecturally it will carry a similar feel and appearence to Control and some parts of Facility but will also incorporate a large snowy outdoor area along with other features such as fully operational elevators which will run between the surface and underground levels. If you don't feel like taking the elevator, perhaps a vibrantly lit cooling tower, ventilation shaft, or maintenance stairway may be to your liking.  ;)

Some early screenshots of near-complete areas:

(http://img138.imageshack.us/img138/7864/gerockettruck.th.jpg) (http://img138.imageshack.us/img138/7864/gerockettruck.jpg) (http://img4.imageshack.us/img4/1738/gerocketcooling.th.jpg) (http://img4.imageshack.us/img4/1738/gerocketcooling.jpg)
(http://img5.imageshack.us/img5/6103/gerockettunnel1.th.jpg) (http://img5.imageshack.us/img5/6103/gerockettunnel1.jpg) (http://img6.imageshack.us/img6/8571/gerocketupper.th.jpg) (http://img6.imageshack.us/img6/8571/gerocketupper.jpg)

 :)
Title: Re: Ge_Rocket (WIP)
Post by: Jonathon [SSL] on December 08, 2009, 01:26:10 am
You should turn up the lightmaps on some of those surfaces, they have the potential to cast some really cool shadows and lighting. Also, make sure not to forget to add some supports to those railings in the last picture.
Title: Re: Ge_Rocket (WIP)
Post by: Mangley on December 08, 2009, 01:28:20 am
Will do. ;) I've got a long way to go yet though, so I'm leaving those lightmaps until much later, it's not worth increasing the compile time just yet.
Title: Re: Ge_Rocket (WIP)
Post by: Maxaxle on December 08, 2009, 02:20:12 am
Don't forget death zones at the bottom. Perhaps the missile is warming up.
Title: Re: Ge_Rocket (WIP)
Post by: Mangley on December 18, 2009, 10:51:04 pm
Moar screenshots of other areas approaching a finished state.

(http://img38.imageshack.us/img38/7337/gerocketaa1.th.jpg) (http://img38.imageshack.us/img38/7337/gerocketaa1.jpg)(http://img40.imageshack.us/img40/4859/gerocketaa2.th.jpg) (http://img40.imageshack.us/img40/4859/gerocketaa2.jpg)
(http://img22.imageshack.us/img22/1287/gerocketaa3.th.jpg) (http://img22.imageshack.us/img22/1287/gerocketaa3.jpg)(http://img689.imageshack.us/img689/3066/gerocketaa4.th.jpg) (http://img689.imageshack.us/img689/3066/gerocketaa4.jpg)
(http://img38.imageshack.us/img38/7619/gerocketaa5.th.jpg) (http://img38.imageshack.us/img38/7619/gerocketaa5.jpg)

As it stands the map is about 40% complete, when it's finished it will be large enough to hold 26 players... maybe even 32 at a squeeze.

There will be 2 or 3 working elevators (probably 2) which will behave quite realistically, with a set of outer and inner doors that only open simultaneously and when the elevator is on that floor. If the doors close when a player is inside the elevator it will automatically travel to the other floor. If you try to open the outer doors when the elevator is not on your floor it will call the elevator and the doors will only open once it arrives. Theoretically there will be no way to block or get on top or under the elevator.
Title: Re: Ge_Rocket (WIP)
Post by: killermonkey on December 18, 2009, 10:59:31 pm
HAHA, and theoretically you can't fuck up the sequencing of the ge_complex bridge... theoretically.
Title: Re: Ge_Rocket (WIP)
Post by: Jonathon [SSL] on December 18, 2009, 11:43:03 pm
In the cave area images the concrete (metal?) wall textures need to be moved down a little, they're misaligned to the floor.

Loving how the shadows are turning out, but make sure not to overdo it as low lightmaps can kill your performance.

Also, Elevators=not good in Source, maybe the shafts and cars are accessible but static? There are just so many things that can go wrong with elevators, including all of the I/O stuff, then it likes to lag and glitch up when being used online.
Title: Re: Ge_Rocket (WIP)
Post by: Mangley on December 19, 2009, 12:35:09 am
The texture isn't really misaligned, I wanted to give the impression that the floor was under construction in that area, the completed area further back is what the walls are aligned to.

As for the elevator, I'm quietly confident.. I'm limiting the players interaction with it very strictly, they won't actually have any direct control over the elevator's movement or the doors, instead just two buttons which will operate calling the elevator and opening the doors, everything else will be automated triggers and timers. Though that's not to say it won't get borked to hell if everyone in the server tries to pile in one at the same time... we'll see.  :P
Title: Re: Ge_Rocket (WIP)
Post by: drukqaddik on December 19, 2009, 02:57:17 am
lookin good.
Title: Re: Ge_Rocket (WIP)
Post by: EMH Mark I on December 19, 2009, 04:12:51 am
Ya, its a really nice map with lots of potential.  I liked it.  The elevator(s) are also really well done from that time we played on it Mangley, compared to the other custom maps with elevators I've come across.  You remember how shocked I was with the upward climb being "smooth as ice". 8)  Funny how source is all about physics, and yet when a player gets transported, things go to hell.
Title: Re: Ge_Rocket (WIP)
Post by: killermonkey on December 19, 2009, 05:50:15 am
Funny how source is all about physics, and yet when a player gets transported, things go to hell.

It's also funny how the only thing the players are affected by physics wise is gravity and simple push/pull. All collisions are done on a bounding box fashion and movement is no exception to that rule. In fact, there is a place in the movement code that actually detects when you "may" be in an elevator or ladder situation and attempts to predict your movement so you don't jitter too much... it doesn't work.
Title: Re: Ge_Rocket (WIP)
Post by: Mangley on December 23, 2009, 02:26:06 am
Ventilation towers. Proof that choosing the right textures can make a big difference. The concrete texture I was using before made the geometry very obvious, you could see that the walls were only 16 faces and made it look very cold. In contrast this texture compliments the geometry and looks like insulated walls and gives a warmer look.

(http://img35.imageshack.us/img35/1839/gerocketct1.th.jpg) (http://img35.imageshack.us/img35/1839/gerocketct1.jpg) (http://img190.imageshack.us/img190/7721/gerocketct2.th.jpg) (http://img190.imageshack.us/img190/7721/gerocketct2.jpg) (http://img121.imageshack.us/img121/8048/gerocketct3.th.jpg) (http://img121.imageshack.us/img121/8048/gerocketct3.jpg)

In the map the two ventilation towers serve as routes between floors and also offer a refreshing break in the gloomy concrete environment.

In its current state the map is around 60% complete with almost all of the indoor areas made, most of which is already fully optimised. Hopefully it'll be ready for playtesting within a few weeks so long as nothing goes awry.
Title: Re: Ge_Rocket (WIP)
Post by: killermonkey on December 23, 2009, 02:47:59 am
very nice looking! Although the sides of the walls seem barren without any decals or wires or pipes or anything.
Title: Re: Ge_Rocket (WIP)
Post by: [GE:S Com] DF Ank1 on December 24, 2009, 06:38:41 pm
Incredible. I am wondering how peoples could make such greats maps, really
Title: Re: Ge_Rocket (WIP)
Post by: Maxaxle on December 24, 2009, 08:46:04 pm
Suggestion about the elevator: Make it super-slow to avoid glitching. Should fix the problem.
Title: Re: Ge_Rocket (WIP)
Post by: Wake[of]theBunT on December 25, 2009, 11:08:31 pm
and put the elevator music in slo motion for the lulz effect.

I would love to playtest this map when its almost ready :P I'm sure JcFerggy would also do a community spotlight and put it on the wiki in 3rd party. So thats something to also inspire you to kick more ass!
Title: Re: Ge_Rocket (WIP)
Post by: Mangley on December 27, 2009, 07:18:20 pm
I'll add that just for you  8)

Well, there comes a time in every map's development cycle where something goes horridly wrong and with no reasonable explanation. In the last few days I've run into two obstacles that have halted the development of the map.

The first I've already rectified which was that Hammer was splitting visleafs in completely nonsensical ways for no real reason. That stumped me for a day but repossitioning the entire map down by 512 units on the grid fixed that.

The second is a biggie which I can't for the life of me figure out... Basically Source is crashing whilst trying to load the map. There's nothing in the compile log that screams 'trouble' at me, my budget is fine and there's no errors/leaks or problem entities, although I'm curious about this particular part of the log:
Code: [Select]
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (21)
transfers 6822376, max 597
transfer lists:  52.1 megs

I'm not familiar with what this part of the compile log refers to, and if it's a problem. Any suggestions from you professionals?
Title: Re: Ge_Rocket (WIP)
Post by: Jonathon [SSL] on December 27, 2009, 07:55:49 pm
No idea, usually when I encounter a problem like that I start a new file and copy the entire map into it, making sure to center it on the grid. Fourtecks might have a better answer though.
Title: Re: Ge_Rocket (WIP)
Post by: major on December 27, 2009, 08:44:04 pm
I had a very similar problem with Dam... which for now has completely halted development. So curious to see what you can turn up.

I fixed it one time by going back to the latest things I made and deleted them... which slowed mapping to a crawl.
Title: Re: Ge_Rocket (WIP)
Post by: Mangley on December 27, 2009, 10:08:52 pm
Sadly I've tried copying everything to a new map file, even deleting all the entities and details, then recompiling a world-only map and it still crashed on the map load. Really it defies logical explanation..

I'll have to back-track until I can get it working.
Title: Re: Ge_Rocket (WIP)
Post by: killermonkey on December 28, 2009, 01:16:53 am
Really it defies logical explanation..

This sums up development with the Source engine...
Title: Re: Ge_Rocket (WIP)
Post by: Mangley on December 28, 2009, 06:45:26 pm
Too bloody right.

Good news, deleted the barebones of what I had worked on of the outdoor area and the map playable again. I have no idea what the problem was, it just must have been one of the brushes. Let's hope it doesn't happen again.
Title: Re: Ge_Rocket (WIP)
Post by: Mangley on December 29, 2009, 09:56:09 pm
Well, I'm pleased to announce that progress is back to its previous state of storming along like an out-of-control freight train. I'm still not totally sure what caused the problem, all I know it was a brush that for some reason didn't make sense to the game.

Since clearing up the issue I've started and virtually completed the last main indoor area. The infamous pipe room.

(http://img9.imageshack.us/img9/7629/gerocketpipe1.th.jpg) (http://img9.imageshack.us/img9/7629/gerocketpipe1.jpg) (http://img192.imageshack.us/img192/8358/gerocketpipe2.th.jpg) (http://img192.imageshack.us/img192/8358/gerocketpipe2.jpg)

By the way, props to whoever made that awesome electrical box model. (spot the pun!)

Other misc shots:
(http://img693.imageshack.us/img693/5474/gerockettruck2.th.jpg) (http://img693.imageshack.us/img693/5474/gerockettruck2.jpg) (http://img710.imageshack.us/img710/6121/gerocketstairs1.th.jpg) (http://img710.imageshack.us/img710/6121/gerocketstairs1.jpg) (http://img690.imageshack.us/img690/3797/gerocketmisc.th.jpg) (http://img690.imageshack.us/img690/3797/gerocketmisc.jpg)
(http://img511.imageshack.us/img511/5492/gerocketnoclip.th.jpg) (http://img511.imageshack.us/img511/5492/gerocketnoclip.jpg) (http://img511.imageshack.us/img511/4640/gerocketnoclip2.th.jpg) (http://img511.imageshack.us/img511/4640/gerocketnoclip2.jpg) (http://img6.imageshack.us/img6/3641/gerocketnoclip3.th.jpg) (http://img6.imageshack.us/img6/3641/gerocketnoclip3.jpg)

If you're still suffering from that problem Major, you could try cordoning off sections of your Dam map and compile them to try and narrow down where the problem is... other than that I don't know what else to suggest.
Title: Re: Ge_Rocket (WIP)
Post by: Jonathon [SSL] on December 29, 2009, 10:32:16 pm
The map is still looking pretty bare. Throwing in a few crate props and putting "stain" and "bill" decals on the walls can work wonders as far as adding detail.
Title: Re: Ge_Rocket (WIP)
Post by: Mangley on January 04, 2010, 04:59:29 pm
Things are going well, the map is now around 75% complete with still a fair amount of work to be done. I'm currently tackling the outdoor area and skybox at the moment. Here's a quick little look at the presentable part... you can see the rocket silo in the ground with its doors partially open which acts as either a deadly pitfall or a quick access point to the underground area, depending on how careful you are.

(http://img52.imageshack.us/img52/2784/gerocketout1.th.jpg) (http://img52.imageshack.us/img52/2784/gerocketout1.jpg)

I'm still fiddling about with the smokestack entities in the skybox to get the right look, I want them to look like they're bellowing out condensation in the cold air.

And here's just a little look at how the cooling towers in the skybox are lining up with the inside of the cooling towers in the level.

(http://img51.imageshack.us/img51/4046/gerocketskybox.th.jpg) (http://img51.imageshack.us/img51/4046/gerocketskybox.jpg)

Contrary to how the image looks they are perfectly aligned (it's not difficult at all really) it's just that the two screenshots I layered on eachother are taken at slightly different positions: in and out of the world.
Title: Re: Ge_Rocket (WIP)
Post by: Jeron [SharpSh00tah] on January 04, 2010, 06:46:08 pm
The map is better than the others the community has made thus far. In this pic (http://img690.imageshack.us/img690/3797/gerocketmisc.jpg)

Add some detail. For example, use some stain decals, add some trims, use two different textures for the walls and floors. Change the color of the lighting, your map has a pretty standard orange/yellow hue to the colors, switch them up! Try out some greens and blues, yellows and oranges.
Title: Re: Ge_Rocket (WIP)
Post by: Mangley on January 04, 2010, 07:09:47 pm
Thanks, and yes you guys are right I need to work on detailing a lot of these areas more, all this feedback is very useful.

It's funny, I did go over this area again a couple of days ago but didn't think to show it.. just a few decals but it really gives a much better look to it:
(http://img297.imageshack.us/img297/5889/gerocketstained.th.jpg) (http://img297.imageshack.us/img297/5889/gerocketstained.jpg)

I'll experiment with some different lighting in areas.. of course any criticisms are welcome if you see anything that's rubbish just point and shout.  :)
Title: Re: Ge_Rocket (WIP)
Post by: Jeron [SharpSh00tah] on January 04, 2010, 07:22:01 pm
Remember to add trims! They really add detail (cheaply)
Title: Re: Ge_Rocket (WIP)
Post by: Mangley on January 08, 2010, 02:31:15 am
Overall the map is about 85% complete, in the last couple of days I've been working on going over certain areas detailing them progressively in stages. They still need populating with a few more props, but here's a little peep:

(http://img37.imageshack.us/img37/1887/gerockettrims1.th.jpg) (http://img37.imageshack.us/img37/1887/gerockettrims1.jpg) (http://img709.imageshack.us/img709/6827/gerockettrims2.th.jpg) (http://img709.imageshack.us/img709/6827/gerockettrims2.jpg) (http://img696.imageshack.us/img696/171/gerockettrims3.th.jpg) (http://img696.imageshack.us/img696/171/gerockettrims3.jpg)
(http://img98.imageshack.us/img98/2139/gerockettrims4.th.jpg) (http://img98.imageshack.us/img98/2139/gerockettrims4.jpg) (http://img709.imageshack.us/img709/3467/gerocketdet.th.jpg) (http://img709.imageshack.us/img709/3467/gerocketdet.jpg)

We also had a little playtest today (once we had stopped having much lulz with spawning npc's and jeeps); me, jimbo, kraid and kobayashi. Which very much helped me see what areas were scarce of weapons and ammunition, as well as areas with it that were a lot of the time ignored (the ammo and weapon under the staircase got overlooked by most people, so I'll be moving that to a nearby open area where a weapon is needed).

I can safely say that this map is geared towards the higher player counts.. much in the same way that Runway is, by my estimate you want a minimum of 8 players, or 10 for a team game for this map not to feel too gigantic, it can easily handle twice that.

Anyway thanks to everyone that's given feedback so far, criticisms are always welcome and are helping to shape this map to its full potential.

Please ignore the floating crate in the 2nd image.
Title: Re: Ge_Rocket (WIP)
Post by: Jonathon [SSL] on January 08, 2010, 03:08:03 am
You could add some lighting contrast by turning off one or two lights in the hallways, as well as maybe have one flickering or one which has a yellow hue to it. All I see are the same light colors repeated everywhere.

The rest of the detail is turning out great, maybe you could add some more pipes exposed in grates in the floors of the hallways or in the ceilings, as well as throwing in some shelving units with some small cardboard boxes on them.
Title: Re: Ge_Rocket (WIP)
Post by: Mangley on January 10, 2010, 03:52:31 am
I'm continuing to work on detailng the indoor areas, in the last 2 days I've been finalizing the look of the pipe room in the aging part of the facility and established the look of the clean, recently renovated high-security area where the control rooms will be located. I went with a minimalistic and clean look with wider corridors for a spaceous feel to give a refreshing change from the rest of the map.

(http://img682.imageshack.us/img682/7335/gerocketpipedet.th.jpg) (http://img682.imageshack.us/img682/7335/gerocketpipedet.jpg)(http://img94.imageshack.us/img94/6166/gerocketpipedet1.th.jpg) (http://img94.imageshack.us/img94/6166/gerocketpipedet1.jpg)(http://img51.imageshack.us/img51/3659/gerocketpipedet2.th.jpg) (http://img51.imageshack.us/img51/3659/gerocketpipedet2.jpg)
(http://img511.imageshack.us/img511/6118/gerocketpipedet3.th.jpg) (http://img511.imageshack.us/img511/6118/gerocketpipedet3.jpg)(http://img254.imageshack.us/img254/5817/gerocketclean1.th.jpg) (http://img254.imageshack.us/img254/5817/gerocketclean1.jpg)(http://img51.imageshack.us/img51/50/gerocketclean2.th.jpg) (http://img51.imageshack.us/img51/50/gerocketclean2.jpg)

Since I have a lot of free time at the moment I'm grinding this one out, hopefully so it'll be ready shortly after beta 4 releases. Really I only continue to post these shots for my own self-motivation and for feedback.
Title: Re: Ge_Rocket (WIP)
Post by: Mangley on January 18, 2010, 01:35:30 am
I'm pleased to state that the map is fast approaching a finished state, structurally the map is over 98% complete! The remaining work is mostly detailing, optimizing, soundscapes and skybox work.

Aesthetically the map takes inspiration from the architectual styles of quite a few Goldeneye maps. Primarily: Bunker, Control and Silo. And incorporates them to divide the map into visually distinct areas that are reminiscent of said maps.

(http://img200.imageshack.us/img200/1662/gerocket98.th.jpg) (http://img200.imageshack.us/img200/1662/gerocket98.jpg)(http://img707.imageshack.us/img707/6633/gerocket982.th.jpg) (http://img707.imageshack.us/img707/6633/gerocket982.jpg)(http://img269.imageshack.us/img269/8817/gerocket983.th.jpg) (http://img269.imageshack.us/img269/8817/gerocket983.jpg)(http://img686.imageshack.us/img686/5012/gerocket984.th.jpg) (http://img686.imageshack.us/img686/5012/gerocket984.jpg)(http://img200.imageshack.us/img200/6573/gerocket986.th.jpg) (http://img200.imageshack.us/img200/6573/gerocket986.jpg)

As stated early in the development of this map, the basic layout is based on a multiplayer map from Medal of Honor: Allied Assault, however the entire re-imagining and re-creation of the map was done without any planning outside of my own thoughts and the map layout has been built entirely from the memory I have of something I have not played in more than 4 years.

A beta-testing version of the map will be publically available within a few weeks, however if GE:S Beta 4 is released before that then there will be a slight delay in order to fix up the map to meet Beta 4 standards.

In either case the final version of the map will be released for Beta 4.
Title: Re: Ge_Rocket (WIP)
Post by: Luchador on January 18, 2010, 05:48:58 am
It looks like it will be a fun map. Nice work!
Title: Re: Ge_Rocket (WIP)
Post by: killermonkey on January 18, 2010, 07:59:45 pm
Mangley get with me on steam and I'll let you know what to do to get your map ready for Beta 4.

BTW, it looks so fucking slamming I love it!
Title: Re: Ge_Rocket (WIP)
Post by: Mangley on January 21, 2010, 06:39:02 pm
Thanks!

Just some more screenshots of finalized areas, including the main control/observation room:

(http://img97.imageshack.us/img97/1634/gerocketgrime1.th.jpg) (http://img97.imageshack.us/img97/1634/gerocketgrime1.jpg)(http://img339.imageshack.us/img339/3994/gerocketgrime2.th.jpg) (http://img339.imageshack.us/img339/3994/gerocketgrime2.jpg)(http://img97.imageshack.us/img97/8724/gerocketgrime3.th.jpg) (http://img97.imageshack.us/img97/8724/gerocketgrime3.jpg)(http://img69.imageshack.us/img69/2328/gerocketgrime4.th.jpg) (http://img69.imageshack.us/img69/2328/gerocketgrime4.jpg)(http://img339.imageshack.us/img339/8897/gerocketcontrol.th.jpg) (http://img339.imageshack.us/img339/8897/gerocketcontrol.jpg)
Title: Re: Ge_Rocket (WIP)
Post by: Jeron [SharpSh00tah] on January 21, 2010, 07:13:36 pm
Nice man, see, I told you that adding trims really adds some details! Looks good, IMO, in that last pic, desaturate that blue a little bit. Its a tad too blue for you, who knew, some jew, wears a shoe, this is true, a cow goes moo, with bamboo.

Thank you.

Your welcome.
Title: Re: Ge_Rocket (WIP)
Post by: InvertedShadow on January 22, 2010, 09:48:09 pm
This is looking very promising.

Some tips:
In this picture (http://img97.imageshack.us/img97/1634/gerocketgrime1.jpg), and in a few others, it seems like all the lights are the exact same color value. If you tweak the lights so that there are brownish or yellowish hues in different lights of the same room, it makes things pop.

Also, I'm really digging the shadows in this picture (http://img693.imageshack.us/img693/5474/gerockettruck2.jpg).
Title: Re: Ge_Rocket (WIP)
Post by: Wake[of]theBunT on February 14, 2010, 06:36:33 pm
You should work on this more! Beta 4 is coming fast ;)

Why not be the first beta 4 community map to hit our playerbase, eh?
Title: Re: Ge_Rocket (WIP)
Post by: Mangley on February 14, 2010, 06:50:18 pm
I'm still working on it :P

Things have just slowed a little in anticipation, once Beta 4 is released I can get back to working a lot more on it so that I can implement the new assets like door models and textures and sort out all the penetration stuff.
Title: Re: Ge_Rocket (WIP)
Post by: V!NCENT on February 14, 2010, 06:53:46 pm
It looks absolutely amazing! :o
Title: Re: Ge_Rocket (WIP)
Post by: Mangley on February 15, 2010, 10:31:22 pm
Had some downtime lately to work on the map, it's definitely in the home straight now. I went back and made some large alterations to the construction areas, I'm still working on them but they're close to being on par with the other finished areas.

(http://img508.imageshack.us/img508/323/gesrocketconstruct.th.jpg) (http://img508.imageshack.us/img508/323/gesrocketconstruct.jpg)(http://img96.imageshack.us/img96/7024/gesrocketconstruct2.th.jpg) (http://img96.imageshack.us/img96/7024/gesrocketconstruct2.jpg)

Totally remade the floor to look more obviously like it's under construction, instead of set concrete, I decided to go with what resembles a reinforced steel skeleton ready to have concrete poured into it. I'm also using some corrugated metal which really adds detail nicely from bump shadows cast by the harsh directional lighting.

I took on board the advice about using different coloured lights, it really worked out nicely:
(http://img220.imageshack.us/img220/7379/geslightdet1.th.jpg) (http://img220.imageshack.us/img220/7379/geslightdet1.jpg)(http://img713.imageshack.us/img713/764/geslightdet2.th.jpg) (http://img713.imageshack.us/img713/764/geslightdet2.jpg)(http://img192.imageshack.us/img192/1409/geslightdet3.th.jpg) (http://img192.imageshack.us/img192/1409/geslightdet3.jpg)(http://img682.imageshack.us/img682/6665/geslightdet4.th.jpg) (http://img682.imageshack.us/img682/6665/geslightdet4.jpg)

Ironically enough I decided to remove the rocket model from the map, whilst it was a nice detail it really served as more of an unnecessary hindrance. Without it the silo area is a much more functional access point and death trap. You barely got a chance to see it since the silo was only a small part of the map, not at all a focal point. I may add it back in lower down in the silo later, but that's unlikely as it's a very large and detailed model.

I'm also thinking about cutting down the size of some areas which have a lot of unnecessary space. But I will only know for sure after the first beta version of the map is out there.
Title: Re: Ge_Rocket (WIP)
Post by: Jonathon [SSL] on February 16, 2010, 12:30:57 am
http://img713.imageshack.us/img713/764/geslightdet2.jpg

This image has the potential for more lightmap awesome if you brightened up those wall lights a bit and made the stairs cast defined shadows onto the wall. You could also add railings here.

LOVE the idea of having the steel frame for the concrete.
Title: Re: Ge_Rocket (WIP)
Post by: {EFC}Cobra on February 21, 2010, 03:30:32 am
Not to necro a thread, but seriously, this brings back old fond memories.  I'd love to have something like Destroyed Village or Stalingrad converted for GE:S, that would be awesome as hell.
Title: Re: Ge_Rocket (WIP)
Post by: Mangley on February 22, 2010, 03:50:31 pm
I had hoped that this map would be finished or nearly ready by now. Parts of it are, parts of it are complete and perfectly optimized and I'm happy with. Other parts I'm not yet satisfied with and need a lot of love and attention to bring up to standard. Some other parts even need changing completely. The good news is that the bulk of the work is already done.

Beta 4 brought a realisation to me that this simply isn't ready. If a map is worth doing, it's worth doing right. So for now I can't say for sure how long until you guys are going to be able to get your hands on it, it could be weeks or months but it's for everyone's benefit at the end of the day.

On the plus side this gives me the opportunity to incorporate many assets and features from Beta 4.

In other news, I'd like to announce that I'm also working on ge_dam_island, It's still early days but it's progressing quite well, as soon as I have enough to show of it I will make a thread. Unlike Rocket I've planned this out in some depth. It won't interfere with development on rocket, rocket will still be prioritised until it's finished but I will work on dam_island at any times where I need to figure out something outside of hammer for ge_rocket, or if I'm just sick of the sight of it.  :P
Title: Re: Ge_Rocket (WIP)
Post by: {EFC}Cobra on February 24, 2010, 03:07:36 am
Only thing I saw missing in the Rocket map was the german signs...<nod> a must have.
Title: Re: Ge_Rocket (WIP)
Post by: [GE:S Com] DF Ank1 on February 25, 2010, 05:09:03 am
Yeah. I hope this map will be finish soon it looks very great.
Title: Re: Ge_Rocket (WIP)
Post by: Mangley on March 28, 2010, 05:01:16 pm
Not much news. It's coming along but there are big changes going on.

(http://img689.imageshack.us/img689/6951/gerocketa81.th.jpg) (http://img689.imageshack.us/img689/6951/gerocketa81.jpg)(http://img188.imageshack.us/img188/7854/gerocketa82.th.jpg) (http://img188.imageshack.us/img188/7854/gerocketa82.jpg)(http://img340.imageshack.us/img340/7338/gerocketa83.th.jpg) (http://img340.imageshack.us/img340/7338/gerocketa83.jpg)
(http://img534.imageshack.us/img534/1443/gerocketa84.th.jpg) (http://img534.imageshack.us/img534/1443/gerocketa84.jpg)(http://img156.imageshack.us/img156/6950/gerocketa85.th.jpg) (http://img156.imageshack.us/img156/6950/gerocketa85.jpg)(http://img714.imageshack.us/img714/8934/gerocketa86.th.jpg) (http://img714.imageshack.us/img714/8934/gerocketa86.jpg)
Title: Re: Ge_Rocket (WIP)
Post by: Jonathon [SSL] on March 28, 2010, 06:00:57 pm
WOW. Can NOT wait to play this!
Title: Re: Ge_Rocket (WIP)
Post by: PPK on March 28, 2010, 07:26:57 pm
The map is looking great man. I like the detail. It reminds me of Control... Nice too see the how much it changed since you first started it. One thing I don't understand though: why are the floor grates at a lower height than the beams? Is that supposed to be an area in construction or was the original map like that? I never played MoH (go ahead, indulge me on that :P)
Title: Re: Ge_Rocket (WIP)
Post by: CCsaint10 on March 28, 2010, 10:29:27 pm
Fantastic work dude. You have done a great job on this. Here's hoping that the rest of you map building goes smoothly. Cheers.
Title: Re: Ge_Rocket (WIP)
Post by: JcFerggy on March 28, 2010, 11:44:07 pm
From looking at the screens, it looks like your map incorporates bits and pieces of each map we have so far. I think it would be cool to have a map where each room incorporated each environment from all the levels.
Title: Re: Ge_Rocket (WIP)
Post by: Rodney 1.666 on March 29, 2010, 03:17:26 am
I like. (http://img689.imageshack.us/img689/6951/gerocketa81.jpg) A lot.


666th post zOMG DOOM'd
Title: Re: Ge_Rocket (WIP)
Post by: terps4life90 on February 28, 2012, 12:09:02 am
What ever happened to these levels???