jail map

After a very long compile, I found out the video and sound were off. I adjusted it and the video will be up by 12:00 tonight.
 
There were more technical problems, so the video will be delayed. I will attempt to get it out this week, sorry for the inconvenience.
 
I fixed all of the hypercam issues and I will be able to get the video up Thursday (most likely). Until then I do need to go ahead and tell everyone the major issue that I explain in more detail during the video. The Long Hall got ALOT of complaints. People don;t want to be running back and forth all the time and I get that, I also feel that I didn't explain that hall well enough. See, that's not the hall you'll use a lot. There are multiple smaller halls and everything is in a close proximity to the things that are related to it (therefore, all activities like climbs and deathrace are close together and the special treatments stuff is also close together). That hall runs the entire length of the map and all the stuff is NOT spread out along it. Cells are in the middle of the map, with all the activities near by. The map is no bigger than alcatraz and if you made a hall running across alcatraz it would look exactly the same. That hall is just a connector in case people get lost so you don't spend ten minutes finding the rest of your team. I hope the video clears up any further issues regarding this and other comments. Please keep submitting those comments and I'll get the video out ASAP. Oh, you'll also notice that I put a status on my maps in my sig now, so this hopefully gives you a better idea of where I am in production.
 
I plan to try to fix fraps this weekend, as my hypercam is shot. On a different note, I'm much farther that I thought I was. I'll post new screenshots relatively soon.
 
New Screenshots

The screenshots have come sooner than expected, and now you can see some of the newer crap I've put in the map including

CT Outdoor Walkways:
ctwalkway.jpg


and what will be Climb 1:
soontobeclimb1.jpg


I will now be finishing up climb, constructing disco, making correct lighting, and adding lots of custom textures and propaganda for the UCTA.

UPDATE: I got most of the retexturing on the map done, so it doesn't just look like a bunch of bricks anymore. The outside, except for me adding a skybox and snow, will stay the way it is, because I think that the field of a jail looks better covered by brick. Solitary uses a solid brick texture as well.
 
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Final textures were finished last week, I will be making disco then doing the lighting and then it's ready.
 
Climb 1 is done. On a different note, I hate testing all climbs.

It's not that bad if you are testing on a dedicated server you set up that has the KZ teleport/save scripts on it :)

Plus, the way I see it testing climbs only increases your skill at them (and frustration lol)
 
evicted, if you need a server to test on, I have one that can be used. Just add me on Steam and we can talk about it.

Too add me on Steam, click my sig.
 
evicted, if you need a server to test on, I have one that can be used. Just add me on Steam and we can talk about it.

Maybe, I may have to set up one of my own cause I already promised some people they could test it, but I'll see what happens. Also, disco is now done and I'm adding the music now.
 
The mapping and texturing are both done, as well as the skybox. All that's left is to add lighting, props, and custom overlays (posters, propaganda, detail stuff).
 
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I've gotten some of the long hallway lighting done, as well as two of the custom textures. You can see one of them to the left as my avatar, and this is the first logo I'm going to use for the UCTA. If I make a better one eventually, I'll use that. Pretty simple.
 
Cant wait to see i've been dealing with my map for 1 or 2 months now but i wont release it till longer cuz i still have to learn stuff for SDK and it's still not good enough,when im finished (i think around january,february) ill get it out.
 
Final Screenshots

New Cell Area:
1-1.jpg



Outdoors:
2-1.jpg



New Highway Hall Textures:
3-1.jpg



These are the last screenshots because I have VERY little left to do. It should be out shortly.
 
You should set your draw distances for models and entities to the maximum in options. Dealing with purple is incredibly annoying.
 
I've been meaning to do that, just didn't know where. Thanks for telling me it's in the options. :)
 
Ewww! I absolutely hate that brick texture.

PS: You think you could upload the .bsp so us mapping freaks can see it :D
 
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