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CP cp_steel_event B1

Halloween variant cp_steel

  1. Scampi

    Scampi L2: Junior Member

    Messages:
    77
    Positive Ratings:
    57
    cp_steel_event - Halloween variant cp_steel

    Of the two brothers, Redmond Mann always had a particular fondness for extravagant manors and mansions. So much so that he could hardly settle for just one. One such manor became a new front in the mercenary war when a nearby mine was revealed to be a BLU corpse disposal site. Many years have passed, and the decaying chateau has become haunted with the many spirits of those who died on, around, and under the property.

    This is my first map, a Halloween-ified version of my favorite map, cp_steel. Although it's technically a reskin, I've tried to make it original and interesting, without saturating it with gimmicks. At its current state it's pretty much done, except for fixes and testing. Oh, and a special end-of-round event involving both teams having a truce and fighting skeletons for a minute. I'll add that later.

    Am I allowed to call it cp_chateau_event? I would really like to name it that, but I understand if this is not an option.

    My hope is to get this thing to as refined a state as possible before I throw it up on the workshop. The short term goal is to lure a community server or two into running it soon, and the (maybe very) long term goal is to (hopefully) get it into the game. Was this the best beginner project? Probably not. This is my first run at doing anything like this. Either way... I am open to any and all suggestions and criticism for making this map the best it can be. Happy Halloween!
     
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  2. Tuaam

    Tuaam L6: Sharp Member

    Messages:
    326
    Positive Ratings:
    187
    Looks good, nice job.

    I'm especially pleased with how it doesn't look like steel at all, it's a completely different map at first glance. Hell, you can probably re brand this map and people would think of it as a different concept.


    It doesn't even feel like a spytech base, it feels like an actual mansion
     
  3. basilhs333

    basilhs333 L8: Fancy Shmancy Member

    Messages:
    575
    Positive Ratings:
    146
    not going to lie, the second i saw the thumbnail for the map i was thinking... "great another reskin of an already accepted map which will be like another skybox and a few pumkins here and there" but i can clearly see that you dedicated a lot of time to completely retheme this map and that is great. i love how it looks! i think you did an amazing job and goodluck with the map.
     
  4. Rytu

    Rytu L1: Registered

    Messages:
    36
    Positive Ratings:
    27
    Some misaligned textures on screenshots 9&10&12 that are triggering me way more than they should, just a heads up, otherwise it's very nice !
     
  5. Micnax

    aa Micnax I maek map

    Messages:
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    Positive Ratings:
    1,382
    It doesn't even look like Steel anymore, and that's great. Good job!
     
  6. Crash

    aa Crash func_nerd

    Messages:
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    Positive Ratings:
    4,750
    It looks really cool. Surprised me, even. I think the biggest thing holding it back visually is the lighting, though. It's very consistent and flat. Every room looks so evenly lit, there's barely any dynamics to it. I think a really good solid lighting pass on this could make it look killer.
     
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  7. SoundChaser

    SoundChaser L1: Registered

    Messages:
    4
    Positive Ratings:
    4
    Honestly, I gave a bit of a run and the one that's surprised me the most was point D, it feels so different from the original it's uncanny. Fantastic job!
     
  8. Scampi

    Scampi L2: Junior Member

    Messages:
    77
    Positive Ratings:
    57
    -Redid a lot of the chateau exterior. Looks bigger, grander!
    -Added in some of those sweet new blood overlays
    -Made some small changes based on feedback from limited testing. Mostly clipping.
    -Compiled with HDR on. I know this has something to do with nicer lighting, but I'm not sure. It made the overall lighting a little prettier, but it apparently makes any reflective surface full bright. How do I get this working?


    Things to do:
    - Add a special end-of-round-event involving skeleton warfare
    - Deal with the basement
    - Get detail sprites working on the terrain... how do I do this?
    - Figure out what water type to use. Something actually visible, which is apparently hard to do.
    - Rework most of the interior lighting to be more dynamic and interesting

    Read the rest of this update entry...
     
  9. Scampi

    Scampi L2: Junior Member

    Messages:
    77
    Positive Ratings:
    57
    - Did some work on the interior lighting to make it more interesting. Changed the atmosphere from warm and inviting to positively loaded with spooks (maybe an exaggeration).
    - Added some ambient sounds
    - Fixed the basement area

    Things to do:
    - Fix cubemaps
    - Add that skeleton thing
    - Get detail sprites working
    - Fix water issues

    Read the rest of this update entry...
     
  10. Asd417

    aa Asd417 L1: Registered

    Messages:
    804
    Positive Ratings:
    560
    This is awesome!
    Here are some of my thoughts and bug reports.
    20171027211434_1.jpg
    Visible Nodraw

    20171027211851_1.jpg
    You can get stuck here. please clip.

    The lighting inside is so nice. It is diverse, exciting and spoopy.
    20171027211446_1.jpg
    White lighting is bland. But you already know this. I want to talk about the texture variety.
    I think you can change some textures to be not stone like how gorge_event was done. Mixture of stone and wooden structure. Maybe if you change the lights to be non-whites and leave some part of the building darker, (like how buildings in plr_pipelines are done) you can make it more interesting.
    20171027213142_1.jpg
    The rock texture here is too repetitive and small for the surface it needs to cover. How about bumping the texture size to 0.5 or even 1? Also the lack of well, anything just above the rock breaks the immersion for me. I guess you could add more trees there. Or you could even add some rock props which I believe will certainly make the scene prettier.

    Please keep working on this so that we might see this in the next halloween update!
     
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  11. Scampi

    Scampi L2: Junior Member

    Messages:
    77
    Positive Ratings:
    57
    Thanks for the feedback! Good news on the cliffs, it just so happens that yesterday I redid their textures, replacing the previous with a more detailed variation with a mossy alpha. I also intend to add a 3D skybox (when I figure that out) with plenty of those low-detail 2D background trees, finally solving the blank clifftops. As for the castle exterior, it looks much better when I compile in HDR, but I didn't do that because I haven't sorted my cubemap issues out yet. Still, I'll see what I can do involving some texture variation. Cheers!
     
  12. Scampi

    Scampi L2: Junior Member

    Messages:
    77
    Positive Ratings:
    57
    -Changed the name to cp_chateau_event. Is this good? Is this bad? It's a more fitting name than cp_steel_event, it's what I've always referred to this map by in my head. Someone let me know if this was a bad idea.
    -Fixed cubemaps. The lighting should be good to go now... except for a few glitches here and there.
    -A texture overhaul for the cliffs and ground. Looks muuuuch nicer! Combined with the fully functional HDR, everything should look pretty much how I want it.

    Things to do:
    - End-of-round-truce-with-skeleton-fightin'. This requires a lotta map logic work, something I know very little about. This will take awhile!
    - 3D skybox with forrest
    - Fix the plethora of small texture and lighting oddities

    I'm approaching the point where I will submit this for testing. It will be before Halloween, make my words. Also, the lighting in gmod isn't nearly as good as it looks in TF2, but that's how I had to take the preview screenshots.

    Read the rest of this update entry...
     
    Last edited: Oct 29, 2017
  13. Scampi

    Scampi L2: Junior Member

    Messages:
    77
    Positive Ratings:
    57