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CS_Sleuth *Updated April 17th*

  • Meotwister
  • March 21, 2008 at 7:11 AM
  • Meotwister
    • March 21, 2008 at 7:11 AM
    • #1

    Wow.. so yeah it's been like.. never since I've posted an actual map. BUT! I'm determined to finish this one. Do your best to ignore the eyesore that is that weeping willow tree.. I'm a little unsure with that one.. I need it to be there.. but I'm just not cuttin that model right... actually help on that would be great too.

    Basic idea is to be just a portfolio piece. No it's not hostage rescue but simple team deathmatch right now. And yeah I'm using your trees hessi right now.. I'd like to make that temporary but I'm finding out I suck at trees!

    Things to do:

    -make more models ie roof unit, (fix that horrible tree)

    -fix minor stupid things

    -add small minor details

    *UPDATED April 17th*

    Added HDR

    Almost done!

    [Blocked Image: http://img.photobucket.com/albums/v249/me…sleuth20039.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v249/me…sleuth20027.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v249/me…sleuth20028.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v249/me…sleuth20029.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v249/me…sleuth20031.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v249/me…sleuth20038.jpg]

    http://img.photobucket.com/albums/v249/ ... h20025.jpg

    http://img.photobucket.com/albums/v249/ ... h20030.jpg

    http://img.photobucket.com/albums/v249/ ... h20033.jpg

    http://img.photobucket.com/albums/v249/ ... h20035.jpg

    http://img.photobucket.com/albums/v249/ ... h20036.jpg

    http://img.photobucket.com/albums/v249/ ... h20037.jpg

  • Psy
    • March 21, 2008 at 10:06 AM
    • #2

    I would say that the tint of the light_environment's ambience needs to be a little more reddish/orangish.

  • Sentura
    • March 21, 2008 at 11:43 AM
    • #3

    i dont know how to put it, but there's a lack of subtle detail in most of those pics... you have some large props in most of the rooms and outside, but you need pipes running around, or something else to cover the walls. it definitely looks way too empty

  • Punky
    • March 21, 2008 at 12:02 PM
    • #4
    Quote from Sentura

    i dont know how to put it, but there's a lack of subtle detail in most of those pics... you have some large props in most of the rooms and outside, but you need pipes running around, or something else to cover the walls. it definitely looks way too empty

    Yep, and your lighting doesn't blend to good with the skybox you have, give it a purple/blue/orange ambient perhaps.

  • Meotwister
    • March 21, 2008 at 1:21 PM
    • #5

    thanks I'll try that out guys.

  • RA7
    • March 21, 2008 at 11:12 PM
    • #6

    Jup sum more stuff and deatils, like debry, sum rocks, ....it reminds me of Crysis.

  • Meotwister
    • March 26, 2008 at 9:08 AM
    • #7

    little bit of an update. in the process of adding a bunch of props and various kinds of details. I reeally need a nice weeping willow tree model T__T.

    [Blocked Image: http://img.photobucket.com/albums/v249/meotwister/cs_sleuth0065.jpg]

  • -HP-
    • March 26, 2008 at 10:08 AM
    • #8

    Getting there, yeah.. It's a bit more detailed!

  • PaulH
    • March 26, 2008 at 1:05 PM
    • #9

    Looking good so far m8, i agree with previous comments about the lighting though it could do with the tint being changed. You might also want to experiment with the brightess of it - the sun in that skybox is quite a glaring one yet the ground light is a bit washed out. I say spend some time tinkering with the lighting (even OTT lighting) just to see if anything clicks. Keep it up!

  • Meotwister
    • March 26, 2008 at 1:26 PM
    • #10

    yeah definitely guys! I'll probably have a major lighting change next time I post something.. I'm tryin to do as much as possible weaving in and out of classwork.. but this has been the most pumped time for me mapping wise than I've ever been... so I can't wait!

  • Meotwister
    • March 31, 2008 at 9:33 PM
    • #11

    Updated! See first post again.

  • General Vivi
    • March 31, 2008 at 10:16 PM
    • #12

    looking good man keep adding them details!

  • m8nkey
    • March 31, 2008 at 10:30 PM
    • #13

    Nice work. Are you using HDR? There doesn't appear to be much range in the lighting.

  • Meotwister
    • March 31, 2008 at 10:46 PM
    • #14

    no I am not actually, haven't ventured into HDR yet but I plan to give it a shot to see how it looks cause yeah it should spice up the lighting that much more if I can pull it off right.

  • m8nkey
    • April 1, 2008 at 12:47 AM
    • #15

    I wasn't too sure how to tackle the lighting when I started my map either. I'd strongly recommend switching to HDR though. It'll make a massive improvement (especially to screenshots). None HDR lighting can easily be tweaked once the map is complete. You'll really notice the difference and appreciate HDR a lot more after

  • Meotwister
    • April 1, 2008 at 10:09 AM
    • #16

    thanks m8nkey! I did as you suggested and tried out HDR and it does look great to me.

  • m8nkey
    • April 2, 2008 at 1:42 AM
    • #17

    Massive improvement. I'd also recommend playing with the bottom lighting technique discribed in this tutorial http://%7boption%7d

    It could really suite the area in the bottom pic and bringout the window shadows. I'd suggest using a spotlight with the same colour value as the sun directed at the block light brushes.

  • Meotwister
    • April 17, 2008 at 10:43 AM
    • #18

    mmmBUMP!

  • m8nkey
    • April 19, 2008 at 4:23 PM
    • #19

    Looks like it's progressing well Meo, particularly the interior areas.

    In the third pic you have a naked lightbulb with a conical glow on it. I think a circular env_glow would be more appropriate.

    Are all the pics with HDR? The lighting outside looks a bit flat again though it could simply be due to the subtle sunset lighting not producing much light range. Maybe introduce some more light fixtures outside to create some stronger shadows and variation in colour.

    *edit: Judging by the top down pic, looks like a solid layout that should play well. I like the various ways you blocked the player within the gameplay area.

  • Meotwister
    • April 19, 2008 at 8:14 PM
    • #20

    thank you my sole reply-er on mapcore.

    yeah that fixtures been replaced.... I'd been having trouble with some env_glows not showing up or point_spotlights but that's been solved too.

    and y'know.. im not sure if it is with hdr... I thought it was.. but I remember doing a fast compile just recently... so maybe it wasnt? But yeah thats good advice to add some more lights to spice up the color.

    and yeah I hope my layout is that good.. I'm kinda proud of it.

    vivi and I test it out 1 on 1 every couple of weeks.. but I'd like to set up a beta test of it soon.

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