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Minotaur0
07-22-2008, 07:36 AM
Hello!

I have been working on this Source level for the Insurgency mod for over a year now so I think it's about time I start a proper thread here. I was responsible for nearly everything in this level: Concept, layout, brushwork, environment art (save by the vehicles, foliage and other minor assets), optimizing and lighting.

I tried to step away from the obvious and overdone "shades of brown/yellow" look going for a more colorful one, despite the war theme.

A release candidate of the map was just released and you can grab it on the mod's official site: http://www.insmod.net/

I'm looking for heavy C&C so feel free to post anything constructive :)

Screenshots:
http://thiagoklafke.com/misc/insurgency/ins_abdallah_rc_01.jpg
http://thiagoklafke.com/misc/insurgency/ins_abdallah_rc_02.jpg
http://thiagoklafke.com/misc/insurgency/ins_abdallah_rc_03.jpg
http://thiagoklafke.com/misc/insurgency/ins_abdallah_rc_04.jpg
http://thiagoklafke.com/misc/insurgency/ins_abdallah_rc_05.jpg
http://thiagoklafke.com/misc/insurgency/ins_abdallah_rc_06.jpg

Credits:
Additional textures: Insurgency team (most notably: ooghi, spine and union)
Additional models: PhilipK & Insurgency team (most notably: steppenwolf, pericolos0, skybex)
Soundscapes, Ambient sounds: Stringed_Evil
Overhead map/loading screen: Spielmann

Download:
INSURGENCY: Modern Infantry Combat (http://www.insmod.net) (it's included in the latest release)

About Insurgency:
Insurgency (INS) is a total conversion mod for Valve Software's Half-Life 2, powered by the Source Engine. INS immerses the player in an intense online combat experience. Set on the modern battlefields, Insurgency simulates infantry combat that encourages the use of teamwork and tactics to close with and destroy the enemy.

Swizzle
07-22-2008, 07:51 AM
You're making me want to reinstall Insurgency. I wasted so many hours on that damned mod months ago and now I'm jonesing for some more.

heavyness
07-22-2008, 03:49 PM
very nice. at first, i thought in was COD4 maps.


i know a lot of people on this forum are looking to get into gaming and i believe joining a team to mod a game is one of the best. so if you don't mind, can i ask some more "general questions"?...

what 3d app did you use?
what is your pipeline of getting assets into the source engine?
how was it to work on a Mod Team that is based around the world?

Minotaur0
07-22-2008, 04:25 PM
very nice. at first, i thought in was COD4 maps.


i know a lot of people on this forum are looking to get into gaming and i believe joining a team to mod a game is one of the best. so if you don't mind, can i ask some more "general questions"?...

what 3d app did you use?
what is your pipeline of getting assets into the source engine?
how was it to work on a Mod Team that is based around the world?

Hey :)

1) The map is made of brushes for the architecture mostly, Source can't do lightmapping on meshes unfortunately. So I used Valve's Hammer (Source editor) to do all the architecture and 3d studio max to model meshes (windows, cars, foliage, barrells etc...)

2) Getting assets into the source engine is a pain in the ass, that I can tell you. For textures you need to use a handy custom exporter because valve only offers a shitty DOS app and then create a text file for the materials definitions afterwards. This is also very annoying because the exporter doesn't do that for you.

The process is very similar for models, but a lot more painful in fact. Again you have to use a custom exporter because valve only offers shitty DOS apps, write a text file for the model's settings (the good thing is that most of the times you will only need to edit paths/filenames so you can make a nice template and use it forever. If you are going to compile a vehicle/character then prepare yourself to lose 3 days figuring out how to build a proper definition file ;) ). After you created the definitions file (.qc) you drag it to another DOS app and it creates about 5 or 6 different files.

3) The experience is invaluable. You learn to respect others' opinions, learn about new cultures/points of views, learn new techniques/tools and make new friends. Despite living around 15.000 kms away from each other we are all good friends and are always in touch, even sharing personal issues mind you. We probably know each other better than any of our families members :D

A lot of people who worked with me on INS are already on the industry meaning I have contacts inside EA games, Grin, ubisoft etc... Knowing the right people can help you a lot landing a job in the games industry :)

Hope thats helpful!

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07-22-2008, 04:25 PM
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