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Hi. I have for you alpha version of my biggest project - Big City.
Big City is the huge map. It is the biggest map in Counter-Strike 1.6 ever created. Impossible is to create bigger map and my project uses full size of PLAYABLE area and even more!
My map gives you 8192 x 8192 full-playable area. Beyond this border it is a simple background where it is impossible to perform gameplay (engine limit).
So if you always wonder "What is the biggest map in Counter-Strike 1.6?" and "How it is to play on huge map in Counter-Strik 1.6?". My map should give you anserw. ____________________________________________________
To do for Beta / Final version: -Set up concrete barriers on streets -Add more sounds effects -Make a better city "feeling" -Create night version of Big City ____________________________________________________
Software used: 1. Valve Hammer Editor 3.5 2. "Compilator 3" created by: Michiel "The Mighty Atom" Breddels 3. GIMP 4. Milkshape 3D 5. KHED 6. 3Ds Max 7. Wally 8. Irfanview ____________________________________________________
Have an idea how to improve the map? Tell me! Use email or comment section!
Did you find bug or other problem? Tell me! Send me email or write comment in comments section and I will fix that for your server!
I know that your intention is to make this city look livelier, and people considering it looked dead and cold, but it was actually a good thing to me, it looked like a pre-apocalyptic abandoned/quarantined city!
I really like this map, it is indeed perfect for zombie scenario (from CSXTreme v6), zombie infection (not a good idea, but actually fun), short battle royale, etc.
You could've add some models to make it look better, but I could bet it would use much more resources and some modded CS games would make it unplayable due to 512 cache limit (I have no knowledge of this, so it would be appreciated if people share insights to this).
Some CS:GO-looking maps are small, but they use so much models that playing them in-game makes my frame-rate drop drastically. But this map, it uses almost few models, and made it run smoothly for me even with bots!
By the way, thank you @hellmonja for posting the .nav file!
Make a big map similar to this, but it's either plain rainforest, jungle forest, grassy plains, mountains, etc.
With that extreme amount of height, I would suggest making underground caves out of it, but this would definitely decrease your framerate when looking in the ground from the top soil.
Suggestions to add in the city:
Add more short routes (or) add few obstacles such as broken/abandoned vehicles, trashed items, roadblock, etc. It helps prevent bots from engaging from long range too early.
Sewers should be slightly darker (lights have long distance gaps between each other), enough to make flashlights useful.
I would suggest to add stairs to train station/metro.
Connect train rails to sewer from its side.
Make the sewer walkway slightly wider, add a door and pathway/shortcut to the metro station.
I don't know if my suggestions aren't a good idea, but I hope this helps, especially when the amount of used poly matters when it come with framerate. I would rather suggest carving more short pathways than suggesting adding more obstacles, since I know it would definitely make low spec players' framerate decrease drastically.
Edit (1/3): Reading this thread makes me appreciate the progress of this map and how hard it is to make it at-least optimized, especially with wide spaces.
Edit (2/3): HOLY SMOKES I DIDN'T KNOW YOU ALREADY MADE A NEW WIP VERSION OF THIS. I AM LOOKING FORWARD TO IT'S PROGRESS!
Edit (3/3): oh WOW, I tried briefly browsing your profile and I saw this, I've never been this happier before... THANK YOU!
I don't think that the map needs any additional props or different textures but I agree that lightning makes the city a bit bland. I wished there were more places with sunlight. So far these are only upper parts of buildings and they look great in this light. I'd suggest to position the sun higher so that there is more ground lit by the sunlight. Alternatively, you could add some artificial lightning like neon advertisement in the dark streets. This will make it look like a real beginning of an evening. BUGS (?) I cannot die from radiaton in the sewers.
After trying it with you I have to say, I like this map, but only partly. Like the bigcity map for garry's mod it fails to accurately make it look like a real city, mostly because of lighting and I am going to talk about that now
The lighting is just identical everywhere, a boring blue and grey. Some of the map is hidden in darkness (I don't think it's a problem on my end because your screenshots look good on my monitor but the map and my own screens in this post are dark). All of the cool details (trees, railings, post boxes) don't really stand out much. You said this is supposed to be evening but it looks nothing like evening, nor a city. The shadows are just too dark and the lighting too cold. It just looks dead
A more specific example, in this alleyway there is a light post but no light coming from it. There is nice brushwork, nice textures but zero effort or thought put into lighting.
By turning on the street lamp you will make this area much more vibrant and eye-catching, so players are more likely to explore and look around instead of walking past. Now take a look at this:
This area is much more eye-catching, the golden light contrasts with the cold blue outdoors. That's what makes a map like this good, a variety in color and lighting.. I recommend you make this area brighter, add some more ceiling details, TV displays, posters, banners, etc. Here are a few examples of real city streets. London at day:
Hong kong in the evening:
New york at night:
As you can see what they have in common is loads of bright greens, yellows, reds, purples, oranges and blues with dirty greys, blacks and browns in the background. Check out hong kong in the evening if you want to know what I mean, the sky is dark but the street is really bright and full of stuff. While your city is just grey and brown all over the place with a generic blueish shadow. It reminds me of Leeds, sort of:
Except this is an "office blocks" area and at the moment and even that looks more interesting than yours.
Another thing these images have in common (and your map lacks) is light coming from windows, branding, ads, banners, posters, etc. I think I already said this above. You have included such elements here already:
You'd think corporations would buy out buildings and build shops (I don't actually know how any of this works, hopefully you understand my point) but you don't see that. Plus this is just on one street with nothing going on elsewhere. So to conclude on your "city feel", those are the key things I suggest condensed into a list:
Make the shadows lighter
Make better use of street lamps. Make the streets contrast with above street level
Light coming from windows
Differing lighting as suits a city: bright yellows, greens, etc
Banners, display signs, LED lights, branding, check above images again
More shops, supermarket facades maybe market stalls too. Animating the level would also be nice to make it feel more like a city instead of static
Better sound design (more on that later)
There is a lot more you can do to make it feel like a city I'm sure, but these are just a few key things.
Now about textures, sound and new things:
I really like this scaffold sheeting. You can see a lot more of the level from the roofs: no two buildings are the same. Maybe you will allow rooftop access in future updates?
There are a few bugs. First of all, back in the area I mentioned earlier the glowing sprites clip into the ceiling:
You can fix this by moving them down probably but I'm not sure how it would look. You also could move the actual light bulbs down but it's up to you.
Some prolems where the cat is:
These parts are transparent when you crouch under them. Also you can fall over into the railing and get stuck.
As for the cat itself, this is not how a cat should sit. Its' legs are probably broken, dude..
When sitting the leg would form a "c" shape and feet tucked in. Also I think it should turn into meat gibs when shot because that is funny. Check cs_italy's breakable bottles. You will also need to disable the meow sound it makes on E once killed
The ceiling looks worse than minecraft if the texture is not filtered. You have higher res air vents right next to that and it looks really ugly. Also it is practically unlit just grey and white, and the sprites look ugly as well
This is a much better car park. The ceiling is pretty detailed and so is the ground. Most mappers ignore ceilings sadly
There are seams in this giant building here, you can use alt+right click to copy over a textures' projection axes along with offset so all seams will be removed. This should always be used in my opinion.
Lastly these windows are probably set to the additive render mode. Try texture mode instead, it may fix the ugly glow too.
Any other bug isn't really worth mentioning since you need to look really closely at everything to find them and I have a character limit, but a minor improvement for the scaffolding:
Move the rear railings back a little bit to add some depth and wooden walkways, otherwise there is no point in a scaffolding in the first place. It just seems uncanny when you look up at it.
The sound is very good, I love the helicopter, police radios, cop barriers, locked door sounds but you need to add more, such as driving cars, wind, loud noises, vent puffs, slamming doors, a city background. Just go outside with a tape recorder if you are out of ideas dude.
You can try the env_sound entity for interiors especially the sewer area, it's what gives most vents in HL their characteristic "ding ding ding" reverberating sound when you walk through them, but there are 29 sound styles available in total and will add lots of atmosphere.
You might not be able to follow through on all of these suggestions (I don't know where you are in allocbloc) but try to get the lighting ones done along with the stuff I mentioned first. Then you should start making proper interiors at the end. Good luck dude