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Darqeness
July 20th, 2009, 02:38 AM
(Not sure if this is meant to be here or the gallery. Other people have posted their maps here and I haven't seen much(if any) Source mapping content in the gallery)

Hey there, I'm working on a recreation of the Shadow Moses Island Decontamination Facility from Metal Gear Solid. I plan on completing as much of the facility as I can without hitting the engine's limits. If I have enough resources left over after the main areas of the facility are built and the map still runs smoothly, I may expand on it, including the port area from MGS4 and connecting the exterior areas to each other, making the map a complete island.

So far, the dock, heliport, tank hanger, canyon and warhead storage areas are connected. However only base geometry in these areas have been close to or are 100% finished. All lighting and textures are subject to change. The rest of the areas are still being worked on and will be integrated at a later time. Currently both basement levels of the tank hanger, the communication towers and the basement levels of warhead storage are being worked on.

But enough talk, here's the images of what's done so far:

Dock:

http://i79.photobucket.com/albums/j148/Delinquin/7.jpg

Heliport:

http://i79.photobucket.com/albums/j148/Delinquin/1.jpg

http://i79.photobucket.com/albums/j148/Delinquin/8.jpg

Tank Hanger: Due to size differences between games, the vents have to be resized and their layouts have to be slightly altered.

http://i79.photobucket.com/albums/j148/Delinquin/2.jpg

Canyon: I'll probably redo the displacements.

http://i79.photobucket.com/albums/j148/Delinquin/3.jpg

Ocelot's Boss Battle Room:

http://i79.photobucket.com/albums/j148/Delinquin/6.jpg

Nuclear Warhead Storage Building:

http://i79.photobucket.com/albums/j148/Delinquin/9.jpg

These communication towers alone take up more brushes than the rest of the map put together. 60 stories of stairs will do that. Not quite sure what else I could do with them though. It still runs smoothly though and I haven't done a whole lot of optimizing yet, so that's a good sign. Sorry about the dark screenshots.

http://i79.photobucket.com/albums/j148/Delinquin/4.jpg

http://i79.photobucket.com/albums/j148/Delinquin/5.jpg

Enjoy:woop:

n00b1n8R
July 20th, 2009, 03:50 AM
Snow in source hey?

The rocks don't look particularly natural in the dock and why don't you replace the stairs with some elevators?

Darqeness
July 20th, 2009, 04:09 AM
I am planning on turning the rocks into displacements and there are elevators planned for the towers, the only problem being is that they tend to lag a lot in online games.

There's only a handful of snow textures available, I assume they came with episode 2 as textures to be used for the Borealis.

Heathen
July 20th, 2009, 04:13 AM
You got noob to care.
Kudos.

And your rocks do look pretty bad.
And you could use some elevators.
But it looks nice.

n00b1n8R
July 20th, 2009, 04:58 AM
I am planning on turning the rocks into displacements and there are elevators planned for the towers, the only problem being is that they tend to lag a lot in online games.
Really? Not that I've noticed. :raise:

Bastinka
July 20th, 2009, 10:18 AM
This map looks pretty big, can't wait to see it in game.

Ki11a_FTW
July 20th, 2009, 12:00 PM
awesomeness :) makes me want to play metal gear

legionaire45
July 20th, 2009, 06:18 PM
You're probably well aware of how to optimize stuff, but here's a good link anyway (http://rvanhoorn.ruhosting.nl/optimization.php?chapter=intro).

Also, your terrain looks kind of funky - all of the stuff that should be flat looks fine but your cave type stuff could use a bit of work. This blog (http://www.littlelostpoly.co.uk/devblog/?p=295) has a couple of good suggestions on how to make terrain.
Hope that helps a bit.

Darqeness
July 20th, 2009, 06:24 PM
You're probably well aware of how to optimize stuff, but here's a good link anyway (http://rvanhoorn.ruhosting.nl/optimization.php?chapter=intro).

Also, your terrain looks kind of funky - all of the stuff that should be flat looks fine but your cave type stuff could use a bit of work. This blog (http://www.littlelostpoly.co.uk/devblog/?p=295) has a couple of good suggestions on how to make terrain.
Hope that helps a bit.

Ah thanks a lot for those links. Displacements aren't my strongest area, probably why I'm leaving them until I've finished the flat parts of my map are done, that blog has some great tips.