• VALVe Mapping Project "cs_valve"
    35 replies, posted
[IMG]http://farm3.staticflickr.com/2357/5741508694_ea4abbe960_z.jpg[/IMG] "CS_VALVE" A mapping project I have undertaken the aim of which is to bring the Valve offices in Bellevue Washington to CSGO. Terrorists have taken Valve's beloved employees hostage demanding an unattainable ransom ending in 3, the crisis has hit critical levels leaving but one course of action, to storm the building with hopefully minimal civilian casualties. CS_VALVE is an ambitious project I am hoping to faithfully recreate the offices, each room, texture, award and artwork scattered around the complex as accurately as possible. I want to create the experience as close as possible so you can really feel like your running around the building without actually being there, the project is bold, and I will need your help! Before anyone jumps aboard the ideas guy bandwagon just remember I am well capable of creating every asset myself, I have been modding Valves ip's since Goldsource and the reason I need community help is because I want the map to be as good as possible and everyone can bring something to the plate, be it in the form of ideas, props, textures or even the most important asset of all.... reference images!!! Now that we know the goal lets take a look at what will be required. First and foremost, REFERENCE! as many pictures or videos of the various rooms and items, at different angles all around Valve HQ. In order to get an authentic experience we need to be able to grasp how everything is put together. Have some obscure images of a usually hidden area of valve? post it! any information at all pertaining to the structure we will need it! pictures of valves designs, posters, notes, development materials? need that too. We should be able to piece together the amount of reference we have and literally be able to "walk" around Valve. Which brings me too a second, important asset.. a floorplan!, now this doesn't necessarily have to be supplied, from the reference material we should be able to infer the space but a blueprint, floorplan, map, hell if someone goes into valve and takes a photo of the fucking fire escape plan that will in itself be helpful in creating the base structure. If someone draws up a floor plan based of the reference material in the thread that would be fantastic! work together. Asset creation, now im not desperate for this but if people want to create something than sure! do it! if you see a texture or model based off something in the offices and have an artistic flare? then make it! this is a community project if you wish to contribute go right ahead you will find your place amongst the credits (along with the forum as a whole but special mention goes to those that contribute, if you add to the discussion provide tons of reference or help greatly with certain map changing revelations you too will be mentioned by name even if you don't actually create an art asset). This whole process will go alot quicker if people are involved in the actually model/texture creation. As far as map creation goes I will do this myself HOWEVER if someone of particularly amazing talent wishes to create the base map then I will take that into consideration. Finally and possibly most important of all the things you can possibly contribute, and that is DISCUSSION! talk about the map, what do you want to see? where should the T and CT spawns be? where are the hostages being held? what gameplay elements should be added and why. Use your imaginations, discussion is important and will make or break this project. Anyway I have had my spiel, I will update this thread with assets as I create them but for now I will leave you guys with some pictures of the offices at Valve and the first assets I have created, the valve lobby "valve" and stencil artwork (low res version). Enjoy. [IMG]http://d3th968jyvwjuc.cloudfront.net/wp-content/uploads/2012/02/39_Valve01-700x466.jpg[/IMG] [IMG]http://d3th968jyvwjuc.cloudfront.net/wp-content/uploads/2012/02/40_Valve02-700x474.jpg[/IMG] [IMG]http://d3th968jyvwjuc.cloudfront.net/wp-content/uploads/2012/02/41_Valve03.jpg[/IMG] [IMG]http://d3th968jyvwjuc.cloudfront.net/wp-content/uploads/2012/02/42_Valve04.jpg[/IMG] [IMG]http://d3th968jyvwjuc.cloudfront.net/wp-content/uploads/2012/02/44_Valve06.jpg[/IMG] [IMG]http://d3th968jyvwjuc.cloudfront.net/wp-content/uploads/2012/02/45_Valve07.jpg[/IMG] [IMG]http://d3th968jyvwjuc.cloudfront.net/wp-content/uploads/2012/02/46_Valve08-700x466.jpg[/IMG] [IMG]http://d3th968jyvwjuc.cloudfront.net/wp-content/uploads/2012/02/Screen-shot-2012-02-25-at-12.12.27-PM-700x525.png[/IMG] [IMG]http://i45.tinypic.com/29vf3b4.jpg[/IMG]
This sounds awesome, best of luck with it!
[QUOTE=Snood_1990;40171945]This sounds awesome, best of luck with it![/QUOTE] Thanks mate, Im just going to keep churning out assets for it.
You'd definitely have to think in terms of balance as well, seeing as Valve has about 4 floors now.
best way to get your work noticed by valve [editline]5th April 2013[/editline] also make a room with Ep3 developpement plans
needs gabe as a hostage.
how in the world would you grab him over your shoulder
awesome this reminds me, how raven software remade their office in soldier of fortune 2
Be sure to include Erik Wolpaw's giant pink cookie in the snack bar.
Holy shit, why does this remind me of the Office? This map's gonna need the Terrorists representing [B]Electronic Arts[/B] Any dumbers will be considered servants to EA
[QUOTE=GoldPlatinum;40173397] also make a room with Ep3 developpement plans[/QUOTE] And make it a custodial closet.
[QUOTE=GoldPlatinum;40173397]best way to get your work noticed by valve [editline]5th April 2013[/editline] also make a room with Ep3 developpement plans[/QUOTE] So pretty much an empty room? :v:
Seems ambitious, although this would be amazing if you pull it off! Best of luck, I'll be keeping my eye on this thread!
I can provide some assistance with the models if you want.
Looks like a fun project, good luck with it!
Let's see how Valve will react when it's done.
Let just hope if they do see it that their reaction is positive. The biggest issue im having right now is the maps layout I have a rough idea of how its set up but im still missing large chunks. Prop modelling is coming along fine might start on some textures too. Also if you want to make a prop pick something and post what you plan to make here and wip pictures if you want.
[QUOTE=Plaster;40187163]Let's see how Valve will react when it's done.[/QUOTE] Valve says: neat or nothing at all, at the most they'll put it on a news site somewhere~ more than likely it'll just be short talk in their office. Or they'll add and replace all the players and hostages with themselves and start killing each other :v: But either way the map will kick ass, especially if you get a badass skybox view from the windows.
Testing out some new textures for the map, also we have a community donated chair model by one free man. EDIT: Never mind I figured it out lol back on track. [IMG]http://i47.tinypic.com/23usr5j.jpg[/IMG]
i wish there was a ep2 engine port of this map
I get that you want it to be like running around Valve's actual offices, but replicating their floor plan 100%, and the office in its entirety, is almost certainly counter-productive if the map should be fun to play. A real environment isn't necessarily a fun environment in a game, and definitely not balanced. So I suggest you take some creative liberties. And don't use accurate measurements to size up their office (if you could somehow get a hold of some), do your own estimates from the pictures available. This is because Source is really weird with dimensions, like players only being 120 cm tall etc. Best of luck though.
[QUOTE=Chrille;40192804]I get that you want it to be like running around Valve's actual offices, but replicating their floor plan 100%, and the office in its entirety, is almost certainly counter-productive if the map should be fun to play. A real environment isn't necessarily a fun environment in a game, and definitely not balanced. So I suggest you take some creative liberties. And don't use accurate measurements to size up their office (if you could somehow get a hold of some), do your own estimates from the pictures available. This is because Source is really weird with dimensions, like players only being 120 cm tall etc. Best of luck though.[/QUOTE] I have been seriously thinking about this the more I look into the structure of the map, what ive found is the combat would be concentrated around the main stairwell and balance would be an absolute issue. I am now considering taking the artistic liberties the map requires. It has to be fun!
Here we have some new props, the table from the cafeteria and the "mini sofas" seen behind the lobby. The blocking out has also begun but thats not ready to show. [IMG]http://i48.tinypic.com/117s5mr.jpg[/IMG] Both these props are from the donator one free man.
If this desk was real it would probably fall over. I wonder what the reference for that was. [editline]9th April 2013[/editline] Anyway it looks really good.
I'll be watching, very interesting, just hoping I can use it in gmod :P
I have been to valve multiple times. If I don't see the rooms I play tested in and Gabes weapon room I am going to be disappointed.
[QUOTE=TH3_L33T;40219364]I have been to valve multiple times. If I don't see the rooms I play tested in and Gabes weapon room I am going to be disappointed.[/QUOTE] If you have been perhaps you can draw us up a basic floor plan? even so its likely that the map will be based around various "scenes" from valve but laid out in such a manner that the map is balanced, so the map most likely will not be an exact replica of the HQ.
This sounds like an promising map! Good luck and patience for you! Your gonna need it.
Why does nobody email valve for a floorplan of their building?
[QUOTE=Mio Akiyama;40224770]Why does nobody email valve for a floorplan of their building?[/QUOTE] Yeah. I could imagine them helping. Maybe even sending more pics. If you could get their attention, which isn't too hard.
Sorry, you need to Log In to post a reply to this thread.