mirrors:
http://riviera.heaven.nexusirc.at/warby/filez/de_wanda.ziphttp://community.clan00.de/maparchiv.php?dl=2731
credits:
de_wanda
by soenke c. "warby" seidel (
warbeast@planetunreal.com )
layout, bsp, scripts, models and textures by soenke c. "warby" seidel (
www.warby.de )
photo resources, hdr-sky and entities support - thomas "hessi" hess (
www.thomashess.net )
inspirational paint overs - scott duquette sama (
www.scottduquette.com )
awesome maya exporter and debugging help - prallhans (
http://mitglied.lycos.de/prallvamp )
special thanks:
riviera for maintaining my website while i was making this map.
kokosovar for the french poster text translation.
dodger, ornatebaboon, barrakid, defrag, r_yell and acumen
for the help with the audio and bomb targets.
the bfc berliner fight club clan for providing the dedicated beta test server.
the [00] clan for web hosting of the map file.
the [env] clan for help testing the map even if it means to sacrifice social life ^^
greetings to:
x-tender carny sa74n xenon bedlam krueps alec moody linga lord scottish shimmer sixshooter lumpn zacker
everyone from mapcore cs.maps and all polycounters
known issues:
-when using the coin operated binoculars be careful to not get killed or the player camera will get stuck in there forever
how to fix: we have to wait for valve to address this engine bug for now don't use em or reconnect if it happens to you.
*if somebody feels like adding a mirror please do so ! thanks in advance
... its 100% pure custom content !!!
Replies
=^.^=
-caseyjones
DAAAAAAMN!!!! I like it! Looks freakin sweet man! How long did this take?
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5 month with lots of slacking and full time work in parallel ^^ thanks everyone
Only thing that bugs me though is the inconsistency of it: some parts look very painted while others have these extremely realistic phototextures.
I mean, the map looks awesome, I'm just a little confused...
I think the tripod fighting the colossi seems totally out of place. But thats a general thing with your maps.
Also the lighting is VERY excessive.
Besides that good work as always.
Warby: Hello?
Valve: Hello Warby this is Valve, we would like to offer you a job.
Warby: oh my chest... should my left arm be going numb? It feels like a fat man is sitting on my sternum.... I can't breath... THUD!
Valve: meh... call the next one.
Seriously tho, nice job. I'll give it a play tonight, after I reinstall and patch CS:S. If the pacing of the level is half as good as the assets I see here you have a great level on your hands that could easily become a favorite in the community.
This is just awesome dude. But unfortunately I gotta agree with some of the above comments like the buildings up on the hill (maybe adding more blue/distance fog to separate them? They make the map look like a diorama), the trees, and more grime on the props like the chairs and tables.
But god damn that second pic makes me drool. Awesome work.
There are sections that are way better than others though, and while you say it's nearly entirely photosourced, there's a huge range of styles in there.
A lot of the house walls are just flat plain colour, yet they're sitting right next to houses with really grainy, obviously-photosourced textures on them, and that just looks very inconsistent.
Similarly if you compare this shot with this shot, they look like they're from entirely different styles, could even be completely separate levels! Especially the trees and foliage look very painted and cartoony compared to some of the direct-photo-ref wall textures on a few buildings.
The amount of detail you've put into all the mapobjects is pretty cool though, it looks pretty nice overall, although I have to say I much prefer the shots where the photosourcing is strongest (first two images especially). The flat-colour buildings and excessively green trees just look weird with the very bloomy lighting.
Good job getting it all finished and pulled together though, keep it up
its cool to see that even after years you can still see similarities in style to your early maps
While I was tooling through this map I noticed a few things look as if they don't have any texture on them at all as if you're relying on the lightmap entirely. The mini-columns supporting the rails, the chairs, and the tables for instance. Would be worth the small amount of extra effort to go ahead and paint up a simple couple of textures for them.
Love the detail u put on it, very very cool!
PS: Johny we can fix that, one more time
-Neil
Threewave's been working with the Source engine for the past year so I figured I'd show it to the team and get their thought.
Overall, its really pretty. And very very impressive for just 1 dude to have worked on - even if it did take you awhile. Here are some thoughts I collected from about 6 different people here (artists and level designers).
-The scale is mish mashed throughout. Your windows on the buildings are huge. The ladders are huge and in some spots your bricks are the size of a car - even if they are on the outside of the playing area.
-Your lighting is overbright and not using the HDR wisely. There should be some nice contrast areas of light/dark throughout. You've got some dark spots but some more areas with this treatment would be ideal.
-Valve lights assets with environment map masks weird when in the dark. Your envmap saturation and contrast should be turned down (in the .VMT) on certain objects to correct thing. The view finders specifically come to mind.
-The textures used for your skyportal meshes look really cartoony when compared to the rest of your texture work. It's a contrast thats all too obvious, and ruins the effectiveness of the setup.
-Water is a multiplayer killer for CS: S. Did you know this? There's things you can do to water to make it efficient for multiplayer gaming with Source. One of the things I know to help is making the water non-clear.
-You're using a single model for a huge vertical aesthetic of a building and this causes major lighting issues. In one spot it works well, but in others it looks horrible as the model is lit lightly but the wall its against is dark. There's ways to work around this. Firstly, the engine vertex lights from the assets origin so having a large asset like that is extra prone to lighting failure. You could break the model up and piece it back together in Hammer - thus giving you multiple original and more accurate lighting.
The other fix is to use 2 new vrad parameters that you'd add to hammers compile window in export mode. -staticproppolys and -staticproplighting. This will tell vrad to create lightmaps for all static props and essentially create self lighting assets.
-Again, great job for one person.
With all of this said - do you work somewhere?
Firstly, the engine vertex lights from the assets origin so having a large asset like that is extra prone to lighting failure. You could break the model up and piece it back together in Hammer - thus giving you multiple original and more accurate lighting.
The other fix is to use 2 new vrad parameters that you'd add to hammers compile window in export mode. -staticproppolys and -staticproplighting. This will tell vrad to create lightmaps for all static props and essentially create self lighting assets.
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I THINK there is another way to fix this. I remember running across it when I was having trouble with the lighting on several props. I think in the properties of that object there is a setting. I think you make a certain kind of object (forget what kind its been 2 years) and tell the prop to use the origin of that object to gather light from. The object might have been a "light listener" but I can't be sure about it.
Sorry if that was pretty vague I don't have hammer installed at work otherwise I would be more specific.
http://www.1up.com/do/newsStory?cId=3156765
"Counter-Strike Meets Shadow of the Colossus!"
-caseyjones
Congrats fella echoing what is being said, amazing work for one person
great job man will try it as soon as I can
Look what I found whilst eating my cheerios thismorning
IOI for the win !