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 Post subject: New Abstract map in the works
PostPosted: Wed Oct 15, 2014 4:41 pm 
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I am currently working on creating an "HHH"-esque abstract map for this halloween, and would like some suggestions for rooms from you guys, if it isn't too much of a hassle. I definitely want a weird, surreal atmosphere, but I also want to keep with a spooky theme. I already have a few rooms, including an outdoor concert stage, a painting gallery with walk-through paintings in somewhat of a homage to NIPPER's "Blahhh" and a park area with skulls that move up and down the walls shooting other skulls. I am mostly getting room ideas from nightmares and the darker portion of sketches done in class. All help is appreciated :)


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 Post subject: Re: New Abstract map in the works
PostPosted: Wed Oct 15, 2014 6:44 pm 
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If you're still brain storming, there's no way this will be ready by Halloween.


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 Post subject: Re: New Abstract map in the works
PostPosted: Wed Oct 15, 2014 8:57 pm 
 
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I mean I'll try it out regardless, but you've got less than three weeks if you want to meet that deadline.

Might want to try for Xmas.

As far as inspiration, check out some of the art for some of the weirder games out there.

Try things like Space Funeral, Yume Nikki, the hallucinations from Max Payne, etc

Google them if you have to.

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 Post subject: Re: New Abstract map in the works
PostPosted: Thu Oct 16, 2014 5:58 am 
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AMMO wrote:
If you're still brain storming, there's no way this will be ready by Halloween.


Yeah Halloween is probably not going to be possible...

Chaos Wake wrote:
I mean I'll try it out regardless, but you've got less than three weeks if you want to meet that deadline.

Might want to try for Xmas.

As far as inspiration, check out some of the art for some of the weirder games out there.

Try things like Space Funeral, Yume Nikki, the hallucinations from Max Payne, etc

Google them if you have to.

Image

Image



All great ideas! Except I know that AlphaKennyOne has already made map based on the Max Payne nightmares. What I am concerned about development wise for this map is that my brushwork skills greatly exceeds my other skills. I am not very good with Lightling, knowing where to put certain tool textures, etc. That's partially why I created this thread, because I know that there are gonna be some rough patches in this map and some help would be appreciated.


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 Post subject: Re: New Abstract map in the works
PostPosted: Sat Oct 18, 2014 8:21 pm 
 
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Hmmm alright, here's a few more examples though this time taken from Yume Nikki.

Image
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This is the 3d remake if that helps with getting a sense of space.

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I wish I could help in a more specific way but I'm a novice at Hammer myself. My skills are pretty mediocre.


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 Post subject: Re: New Abstract map in the works
PostPosted: Fri Oct 24, 2014 1:29 pm 
 that's why they call me Mr. Fahrenheit
 <b><i>that's why they call me Mr. Fahrenheit</i></b>
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Which game? Source or csgo?

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 Post subject: Re: New Abstract map in the works
PostPosted: Sat Oct 25, 2014 11:29 am 
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ehlohel wrote:
Which game? Source or csgo?


Source... I tried mapping for csgo for awhile but I didn't enjoy it as much as I do with Source.

Chaos Wake wrote:
Hmmm alright, here's a few more examples though this time taken from Yume Nikki.


The hand/eye room from Yume Nikki Is gonna go in, I think, as well as the snow room


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 Post subject: Re: New Abstract map in the works
PostPosted: Sat Oct 25, 2014 3:09 pm 
 that's why they call me Mr. Fahrenheit
 <b><i>that's why they call me Mr. Fahrenheit</i></b>
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I agree, but most of the joe.to CS activity is on CSGO.

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 Post subject: Re: New Abstract map in the works
PostPosted: Sat Oct 25, 2014 3:31 pm 
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huh? Mapping for CS:GO is exactly the same as CS:S.


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 Post subject: Re: New Abstract map in the works
PostPosted: Sun Oct 26, 2014 6:08 am 
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NIPPER wrote:
huh? Mapping for CS:GO is exactly the same as CS:S.


I think my wording was off there. I am more partial to Source than I am to GO, which is why I am making the map for Source. I will probably end up making a CS:GO port, should the map not suck.


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 Post subject: Re: New Abstract map in the works
PostPosted: Mon Oct 27, 2014 11:28 am 
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I got a jump on putting a seizure/illusion room in. For the the textures is it better to use an animated vtf or an env_texturetoggle?


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 Post subject: Re: New Abstract map in the works
PostPosted: Mon Oct 27, 2014 3:33 pm 
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I thought I would put up a few screens.

Image

The skyboxes look like shit right now. Area portals and other additions to the skybox are next on the agenda

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 Post subject: Re: New Abstract map in the works
PostPosted: Mon Oct 27, 2014 10:47 pm 
 
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That's not too bad. The top reminds me of some of the rooms in Duhhh, the bottom in some of the later CS:S abstract maps but I haven't played many of those.

Overall I feel like you're going on a legit path, I hope it comes together into something enjoyable.


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 Post subject: Re: New Abstract map in the works
PostPosted: Mon Nov 03, 2014 3:58 pm 
 that's why they call me Mr. Fahrenheit
 <b><i>that's why they call me Mr. Fahrenheit</i></b>
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In a previous abstract map thread, NIPPER said to the author that he's following "the abstract map guidelines" (paraphrased), which is to say that while what you've done isn't bad, it isn't entirely unique either. Keep it up, but try to change the dynamic of abstract maps as a whole. Do something no one's done/thought of before.

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 Post subject: Re: New Abstract map in the works
PostPosted: Mon Nov 03, 2014 11:01 pm 
 these pretzels are making me thirsty
 <font color=#004000>these pretzels are making me thirsty</font>
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Abstract maps are cool once in a while but a lot of the time the rounds take forever because the map is huge and people can never find each other. I'm not a terribly creative individual when it comes to this sort of shit, so I can't offer much feedback in that department. I do think a Salvador Dali-themed map would be pretty neat, though.

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