Sunday, November 11, 2007

A late addition

I know its a bit late in the game, but I feel that with the release of the Orange Box I have to include Team Fortress 2 as on of the games I am basing my research off of. After some "research time" with TF2 I realized that it hits on every point I am trying to make with this project. This game was only released with only 6 maps and it is very very quickly on its way to toppling any Counter-Strike game in terms of player minutes per month (just click the link that says "View detailed statistics by game"). So I think it would be silly of me to not include this game.

Tuesday, October 23, 2007

Work it still continuing but I'm just working on UVs

Just a quick update, I didn't float off into the land of procrastination. I've just being doing my least favorite thing, stitching and laying out UVs.

Sunday, September 30, 2007

Sunday, September 16, 2007

weekly update!

We were a bit busy at work this week so not much was accomplished, but anyways here are some more pics now with more wire frames!


The green block is there to so the scale of the player if it looks off please tell me





Again Block is there for scale against the player. if it doesn't feel right please tell me. I also added more of a curve to the hood and am still debating editing the style of the Light Bar.

Saturday, September 8, 2007

Bad Boys, Boad Boys. Whatca gonna do?



I'm noticing somethings I would like to change but they are minor vert moves. As always feel free to comment if something seems out of wack.

Sunday, August 26, 2007

3 updates in a period of 24 hours? UNHEARD OF!

Might still play around with the topology. but I'm liking what I'm seeing.


We got a great big Convoy...

Ended up rebuilding the main body and I think its turned out much better. Tires are just place holders of course.




Saturday, August 25, 2007

Some more models

Gas Pump

Police Barrier

Peterbuilt


** Edit: Revised Peterbuilt

Saturday, July 28, 2007

Modeling will continue

Had a visit from the girlfriend last week to the beginning of this one, so I don't have anything recent to show. but I'll post something soon.

Wednesday, July 11, 2007

trolley nearly final...maybe

So I think I'm done on the trolley. Its 8,738 polys. If anyone notices anything that could be cleaned up do not hesitate to point it out.



The only thing I think could be cut down would be how poly heavy all the round objects are. So i might go back and trim those down.

Work will continue

We ended up with some actual work at the end of last week into this one so I've been a little busy, and my mouse at home will not cooperate with my PC so as soon as i get a new one I'll be kicking again.

Thursday, July 5, 2007

MORE TROLLEY!

GOt to love Skylight, it makes everything look so pretty.





Monday, July 2, 2007

Trolley AGAIN!



Got it down to under 9k but it might bump up a little after the doors and the drivers station.

Sunday, July 1, 2007

Trolley Update

Trying to optimize the model to keep poly count down. cause its pushing about 10k
so i'm going to have to rethink how much detail I want to put into the Benches. Anyway PICs:


Monday, June 25, 2007

Trolley Screens

I started modeling the Trolley as a vehicle for the map. I feel like I'm wasting a good amount of polys on the roof, but HL2 using vertex lighting so I'm trying to make sure it lights properly. I just need to finish up modeling the inside, and adding the door on the right hand side. The green boxes show the scale of the player standing and crouching.




Some screens of modified layout

What follows are some images of the modified layout, this came about after having the play test sessions with a group of people a couple of Fridays over the summer. this is not the final lighting, it is just to show the shapes since its mostly all colored the same.




and as with the old screens without anything in there it looks completely sparse and wide open. but this will change. One thing I plan on changing will be the the median between the roads. It will more resemble Oglethorpe or Liberty St. with the larger base and Live Oak trees with Spanish Moss, and maybe some larger bushes. These modifications should cut down on snipers vision across the whole map.

And then dead space for almost over a year now....

So What have I been doing for over a year? off and on working on my thesis, but now I have a fire let under my butt. Lets hope that fire continues.

Updates later.

AUGUST 2007

August 14, 2006


All that is in this screen shot is playible.







players view from strip mall. again is seems really barren but there are bushes and trees and lamp posts and cars and blah blah blah that will make for cover.

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August 13, 2006
Sigh, I rise for the dead again.

OK, seriously I need to update this more. Right now I've been a busy little beaver making sure all of my brush work is a power of 2. Zach informs me that the Hammer engine likes those numbers. And so the layouts changed yet again. But everything is nice and perty and a power of 2, so I will have an easier time texturing.

I believe that this is the strongest layout so far. While the others could have lead to prettier options this one will allow for solid game play and I can add enough flare to keep people interested.
Updated pictures will follow.

JULY 2007

July 17, 2006
Revisions from last test.

Sooooo another round of revisions almost steaming hot from the test...

It turns out the sewers were a bad idea. Although one good thing did come out of it; part of the sewers will be staying in as a flanking point for the overpass.

other problems that came up:

Players who stand underneath the very top of the overpass have their heads go through it...making it impossible for other players shooting at them to get a head shot.

The Ditch next to the strip mall needs to be more shallow and allow players to get out of the ditch so it isn't one long tunnel, and I need to add a hidie hole to the tunnel in the ditch.

I knew this problem was going to come up but i was hoping it wouldn't be as bad as it is. The over pass adds a huge advantage to the CTs and allows them to snipe anyone on the Ts with ease. So my plan is to shorten Over pass access and block the vision of the the gas station as much ass possible with a sign for the gas station and a billboard advertising the construction site. Also to give the Ts a head start, I've moved the CT spawn behind the strip mall.

that should be good for now.

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July 09, 2006
Its was a bout time i got around to this...

SCHEDULE

July 10th
1. Print Fliers
2. Have fliers Approved
3. Hang fliers at Dorms and major buildings across scad campus
4. Talk to Systems guys about opening port for server

July 13th
1. Party like its Mars Birthday

July 14th
1. Apply changes suggested by testers (from the 8th)
a. Add more ways for T movement and Cover (ditch with trees, bus, other street traffic)
b. Add Sewer System
c. Shorten Overpass access for CTs and add something to resemble guardrails
d. Fix Deadend in Strip mall
e. Fix Construction area
2. Add custom models that are already built (Billboard, Power pole, Chubbys seats, Food signs)
3. Blockout Store Fronts in stripmall (all unaccessible but it will allow me to add cover)
4. Have some basic lighting
5. Compiled and ready to test again.

July 21st
1. Apply changes suggested by testers (from the 14th will fill in when I get suggestions)
a.
b.
c.
d.
e.
2. Add some street signs (stop, lights, speed, road, yield for pedestrians), concrete stoppers in parking lot, over pass w/ lights, metal guardrail
3. Compiled and ready to test
4. start basic Textures

July 23rd
1. Party like its My birthday

July 28th
1. Apply changes suggested by testers (from the 21st)
a.
b.
c.
d.
e.
2. Add Southern Comfort sign and pointing arrow sign, dumpsters (about 2-3 different ones), ac units (at least 3 different kinds), Vents for roofs, Soda machines
3. Soring up lighting
4. Beginnings of Skybox models
5. continue building textures
6. compiled and ready to test

August 4th
1. Apply changes suggested by testers (from the 28th)
2. Add Gas Pumps, Sign for Gas Station, wrecked concrete barrier (where the van drove off the over pass and regular concrete barrier, Some interior work on Chubby's, shack behind gas station
3. continue building Skybox models
4. continue building textures
5. compiled and ready to test

August 11th
1. Apply changes suggested by testers (from the 4th)
2. Add Construction models (piles of bricks or concrete blocks, wheel barrow, ladder, lights for interior of building) chainlink fence, bushes, trees
3. continue building Skybox models
4. continue building textures
5. compiled and ready to test

August 18th
1. Apply changes suggested by testers (from the 11th)
2. Finish Adding custom models
3. Finish building Skybox models
4. Finish building textures
5. Finish Lighting
6. compiled and ready to release

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July 09, 2006
Big update

So, haven't updated in a while, but I'm still here and I have actually been working on my level. I got a chance to test my level last night, it was only 4 people, but they where able to give me some great advice as to what need to be changed to improve it.

Here is a quick list of problems that cropped up:

1. Terrorists (Ts) are at an extreme disadvantage from the very start of the level due to Counter-Terrorists (CTs) with Sniper rifles
2. Ts need more cover
3. CTs have a major advantage at the over pass because all that is visible is their head (which can be incredibly hard to hit)
4. Ts also need more options to move around the level, they have two but the more obvious one is a complete dead area, meaning they will surely die. the CTs have about 5 different options for movement
5. Even though I knew there shouldn't be dead ends in the level they have snuck their way in there are two areas where the CTs can pass over but T's cannot
6. There is an almost clean line of sight from the Ts spawn to the hallway in the middle of Strip mall

Here are some suggestions from my testers:

1. add sewers so the Ts can more without having to worry about CT Snipers
2. Add street traffic to provide cover for Ts so they have more cover to move across the dead area and remove concrete barrier and place trees or a ditch to diversify the area and provide more cover
3. Shorten CT access to the Overpass and make most of the solid concrete barrier a metal guardrail so more of the CT snipers is visible
4. Give the Ts immediate access to the Construction site instead of making them run to the front of the building and change the Construction site so that it is less complete (maybe have the front of the building more complete than the rest), also lower the median under the over pass so that the Ts can flank CT snipers (this will take care of one dead end)
5. I need to make the bushes a tiny bit taller, they may not need to even need to change much because the bots were the only ones able to "see" through the bushes they could also "see" through a smoke grenades too.

My plan is to put their suggestions into action and hopefully have them retest it next week and have more people come to test it out. I'll probably start post fliers to get more people to come out.

I really wish I could set up a server so people outside of the SCAD network could play this level.

MAY 2006

May 29, 2006
The Deathmarch Continues

Due to other classes i haven't had much time to really make a dent in the work that needs to be done for this map. but here is a quick update:




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May 22, 2006

Some shots of my customs Models

well i was up all night trying to figure out how to get custom models into the Hammer Engine. ad i have to say it's not the most streamlined process. Major -MAJOR thanks goes to Jordan from the Forever Bound Team for showing me the proper process to getting models compiled and ready to go.


Tree Stump


Chubby's Seating area


Utility Pole with options




BillBoard


Chubby's Signage


Tree (still in extreme wip mode)


Right now i'm working on getting the terrain better looking.

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May 15, 2006

More Screenshots...now with progress!

I have one of the Gas Station (still needs the Gas Pumps and a roof)





And some of the other details I've added to the Stripmall and Fast food Joint:



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May 01, 2006
OMG SCREEN SHOTS!!!! Actucally in-game!

so here are some screen shots of the very block (yet still awesome) level i am working on:


Over Head















CT Spawn Area
















T Spawn Point