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New Abstract map in the works

Posted: Wed Oct 15, 2014 6:41 pm
by Malone
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 :)

Re: New Abstract map in the works

Posted: Wed Oct 15, 2014 8:44 pm
by AMMO
If you're still brain storming, there's no way this will be ready by Halloween.

Re: New Abstract map in the works

Posted: Wed Oct 15, 2014 10:57 pm
by Chaos Wake
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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Re: New Abstract map in the works

Posted: Thu Oct 16, 2014 7:58 am
by Malone
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.

Re: New Abstract map in the works

Posted: Sat Oct 18, 2014 10:21 pm
by Chaos Wake
Hmmm alright, here's a few more examples though this time taken from Yume Nikki.

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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.

Re: New Abstract map in the works

Posted: Fri Oct 24, 2014 3:29 pm
by ehlohel
Which game? Source or csgo?

Re: New Abstract map in the works

Posted: Sat Oct 25, 2014 1:29 pm
by Malone
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

Re: New Abstract map in the works

Posted: Sat Oct 25, 2014 5:09 pm
by ehlohel
I agree, but most of the joe.to CS activity is on CSGO.

Re: New Abstract map in the works

Posted: Sat Oct 25, 2014 5:31 pm
by NIPPER
huh? Mapping for CS:GO is exactly the same as CS:S.

Re: New Abstract map in the works

Posted: Sun Oct 26, 2014 8:08 am
by Malone
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.

Re: New Abstract map in the works

Posted: Mon Oct 27, 2014 1:28 pm
by Malone
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?

Re: New Abstract map in the works

Posted: Mon Oct 27, 2014 5:33 pm
by Malone
I thought I would put up a few screens.

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

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Re: New Abstract map in the works

Posted: Tue Oct 28, 2014 12:47 am
by Chaos Wake
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.

Re: New Abstract map in the works

Posted: Mon Nov 03, 2014 4:58 pm
by ehlohel
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.

Re: New Abstract map in the works

Posted: Tue Nov 04, 2014 12:01 am
by Grndslmhttr3
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.