Zig's Map Development Thread

zigbomb

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I compiled the two buildings I constructed today. I think I'm gonna make the street a little thinner between them though. I'll also show the new position of the garage here.
xdDo65z.jpg

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not read any of the comments so sorry if this is already said but the canals picture looks fucking amazing, but on the second one the wall on the left looks a bit icky
 

Powley

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I never really thought I'd be making a thread for this map on this community, but seeing as it's the largest community for Half-Life 2 Roleplay that is mainly English speaking, I thought it'd be a nice chance to get some feedback and ideas that could possibly be put into the map. This map originally had a thread on Cloud Sixteen, but that forum has sort of died and anyone that was making suggestions on there no longer browses the forum. With that turn of events, I decided one of my better courses of action was to make a thread on here for this community to see.

I saw that there was another map thread on here that's City 9. City 9 and my map are two different animals, but I think that guy's work is pretty cool, and it takes some patience for sure to do all of that custom brushwork (in my opinion, the map really needs a modeler because not all detailed brushwork that isn't general world geometry isn't that pretty with Hammer) but that's besides the point.

This has been in development for a while, but it's finally closing in on it's final days where I'll soon be releasing version one of the map (the first playable) version of the map. Anyways, let me get on with some formal stuff.

City 15 was a project originally lead and designed by Saints Sasha a few years ago, if you don't know what City 15 is yet, it's a Half-Life 2 roleplay map that set out to be more authentic, prettier, and sensible than roleplay maps that were out and are out at this time. The map is set in Ukraine, and is very Eastern-European (we know this isn't the most "original" setting for a Half-Life 2 Roleplay map, but Sasha lived in Ukraine, and this map was already being made before Eastern-Euro was "uncool").

I'm going to be posting general changelogs and updates here, as well as on Cloud Sixteen at the same times, so if you browse both of these forums I'm sorry for repetitive posts.

There's so much to City 15, at this current stage major areas are currently being reworked and polished for a final build. Here's some initial screenshots!

*Some of these areas are subject to major change, and some can look completely different upon release*

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Some of these images aren't up to date, but I just wanted to show history.
I'll be showing and going into detail about the current stage of the map soon.
[doublepost=1505161352][/doublepost]Feel free to ask ANY questions you'd like or put in any suggestions you might wanna see in the map, it's much appreciated!


first time ive seen the thread, but nicely done my friend

map well
 
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zigbomb

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not read any of the comments so sorry if this is already said but the canals picture looks fucking amazing, but on the second one the wall on the left looks a bit icky
I don't know what you're referring to, if it's in the canals the screenshots I posted was when it was in heavy WIP. I'll probably post new screenshots soon, I just have to completely repair the skybox after editing the map so much.

first time ive seen the thread, but nicely done my friend

map well
Thanks man!
 
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zigbomb

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So- with the recent turn of events I have to currently terminate and scrap some stuff with City 15. The VMF is a little wonky, things aren't lining up correctly, and the pacing of the map just seems wrong. I'll most likely release the legacy(?) version of the map to the workshop so people can check it out and chuck suggestions for the future. I'll make sure it also works of course.

In recent readings of suggestions and looking at what I think I like to make as far as maps go, I've began work on a new project that references and draws from what people wish to do. I'll be updating this thread with current progress of that map instead of City 15 rather than making a new thread for it. City 15 has been very interesting, and I wish to continue on it at a later date.
[doublepost=1509304308][/doublepost]To clear some things up- I wish to ultimately finish City 15, but in it's current state building on top of it isn't very fun. The core foundation of the map is quite horrible to work with, many parts of the map having blended years of progress it's just generally not very attractive and it doesn't fix or smooth out well at all. An example of this was I had began to have to work with the layout instead of building new ones, simply because working with it was a lot easier than modifying it.
 

zigbomb

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I've began work on road widths to appeal to users (including myself) who like cramped cities much more, as such these roads are just barely larger than APCs.
Also worked on making the environment darker as well as a little bit more brown in colour.
rH9F3d9.jpg
 
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*honk honk*

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I've began work on road widths to appeal to users (including myself) who like cramped cities much more, as such these roads are just barely larger than APCs.
Also worked on making the environment darker as well as a little bit more brown in colour.
rH9F3d9.jpg
ah yes because nothing is more beautiful than pasting the colour of shit as a filter over everything
 

zigbomb

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ah yes because nothing is more beautiful than pasting the colour of shit as a filter over everything
mmm! excellent choice of critique!
however let me mind you friend, since this map is darker streetlights will fill the environment much more. Light brown is a simple base color, it's secondary being a dark blue-green. The map should look pretty.
[doublepost=1509306057][/doublepost]don't forget about sign highlights such as abstract greens, reds, blues, and such!
 

zigbomb

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After some great suggestions by @Lapis @Gentlemanly Headcrab and @Wibble as well as the several people who agreed with their posts, I sat down and began working on an industrial sector of my map. The current art direction of the map is varied, and this is not going to be the entire map, however it is going to be the industrial. The main district of the map will still be as cramped and vertical, however. Yes, the map is going to be pretty dark. I'm still looking for a pretty skybox texture.

Pictures:
mVwNevL.jpg

7kA1aNR.jpg

T6rYOCm.jpg

ROsU7Lf.jpg

7C9l2yV.jpg
[doublepost=1509317985][/doublepost]The streets are pretty thin, as you can tell.
 
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cns - he/him/his

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After some great suggestions by @Lapis @Gentlemanly Headcrab and @Wibble as well as the several people who agreed with their posts, I sat down and began working on an industrial sector of my map. The current art direction of the map is varied, and this is not going to be the entire map, however it is going to be the industrial. The main district of the map will still be as cramped and vertical, however. Yes, the map is going to be pretty dark. I'm still looking for a pretty skybox texture.

Pictures:
mVwNevL.jpg

7kA1aNR.jpg

T6rYOCm.jpg

ROsU7Lf.jpg

7C9l2yV.jpg
looks sick
 

Gentlemanly Headcrab

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After some great suggestions by @Lapis @Gentlemanly Headcrab and @Wibble as well as the several people who agreed with their posts, I sat down and began working on an industrial sector of my map. The current art direction of the map is varied, and this is not going to be the entire map, however it is going to be the industrial. The main district of the map will still be as cramped and vertical, however. Yes, the map is going to be pretty dark. I'm still looking for a pretty skybox texture.

Pictures:
mVwNevL.jpg

7kA1aNR.jpg

T6rYOCm.jpg

ROsU7Lf.jpg

7C9l2yV.jpg
[doublepost=1509317985][/doublepost]The streets are pretty thin, as you can tell.

Looking sexy AF my friend, really captures that grim look with the combine watchtower hanging over it as well.
 

derpykitty

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The industrial sector is looking absolutely amazing. I love the dark, grim atmosphere that goes with it as well as all the industrial textures you put with it. It kind of reminds me of Ravenholm!
 
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zigbomb

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The industrial sector is looking absolutely amazing. I love the dark, grim atmosphere that goes with it as well as all the industrial textures you put with it. It kind of reminds me of Ravenholm!
Thank you, I really appreciate that you appreciate the work I've been putting into it. With all of the curving and abstract geometry that lays in this sector, I'm not surprised that it reminds you of Ravenholm. Thanks for the compliments!
Looking sexy AF my friend, really captures that grim look with the combine watchtower hanging over it as well.
Same with you, feel free to pitch in any ideas as to what makes a good HL2RP map for you here.
looks sick
Ty slugman ur my homie
 
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zigbomb

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Alright, last update for tonight-
I worked on some more lighting things. I'm going to have to further tweak the amount of lamps or lights that are among the street and begin utilizing street lights more. Besides that, there's not too much going on. I'd like some more deeper orange light, but for now that's how it's gonna stay. I finished the shell buildings across the street and added some small benches to the park. Looks promising and actually really cozy so far. It truly feels like it's own little neighborhood, and I hope I make the whole map feel like this.

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Lapis

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Looks awesome! I would put some VERY bright Combine lamps on the watchtowers, as to contrast with the normal streetlights. Other than that, looks great. Keep up the good memes
 
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'77 East

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Looks awesome! I would put some VERY bright Combine lamps on the watchtowers, as to contrast with the normal streetlights. Other than that, looks great. Keep up the good memes

don't pull a blade runner/every fucking dystopia movie and have bright lights everywhere; keep it minimal and spaced out.

anyway, zigbomb - put some proper tunnels through the place; even if they go through the shell buildings.
 

zigbomb

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Looks awesome! I would put some VERY bright Combine lamps on the watchtowers, as to contrast with the normal streetlights. Other than that, looks great. Keep up the good memes
It's a possibility, however I need to light the streets up a little better to begin with so we'll see if it really needs light. Like I said in a previous post I was thinking more orange.

don't pull a blade runner/every fucking dystopia movie and have bright lights everywhere; keep it minimal and spaced out.

anyway, zigbomb - put some proper tunnels through the place; even if they go through the shell buildings.
There's already two tunnels across from each other in this small street that are probably going to lead to small construction sites or various backalley warehouse places. I'm still finishing the layout so any suggestions are appreciated.