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[WiP] de_boston CS:S

  • sk3tch
  • April 14, 2008 at 4:26 AM
  • sk3tch
    • April 14, 2008 at 4:26 AM
    • #1

    **Edited 30 NOVEMBER 2008**

    [Blocked Image: http://img355.imageshack.us/img355/9026/build9z1boston9w0010qe9.jpg]

    [Blocked Image: http://img114.imageshack.us/img114/8145/build9z1boston9w0003nk6.jpg]

    [Blocked Image: http://img78.imageshack.us/img78/7166/build9z1boston9w0034pt1.jpg]

    [Blocked Image: http://img354.imageshack.us/img354/8748/build9z1boston9w0033yp6.jpg]

    [Blocked Image: http://img78.imageshack.us/img78/6489/build9z1boston9w0021ll0.jpg]

    [Blocked Image: http://img368.imageshack.us/img368/564/build9z1boston9w0006jg3.jpg]

    [Blocked Image: http://img355.imageshack.us/img355/2420/build9z1boston9w0032bp1.jpg]

    [Blocked Image: http://img355.imageshack.us/img355/1637/build9z1boston9w0026yb6.jpg]

    [Blocked Image: http://img75.imageshack.us/img75/7369/build9z1boston9w0023bx8.jpg]

    [Blocked Image: http://img114.imageshack.us/img114/5449/build9z1boston9w0028fm6.jpg]

    [Blocked Image: http://img368.imageshack.us/img368/5561/build9z1boston9w0031qd6.jpg]

    [Blocked Image: http://img354.imageshack.us/img354/2276/build9z1boston9w0019lv6.jpg]

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  • Seldoon182
    • April 14, 2008 at 4:57 AM
    • #2

    None the less, I like the clean Brushwork you made with this map. Now you should add some small details in your rooms with decal/overlay and small static models. Keep it up !

  • Valkoja^
    • April 14, 2008 at 9:33 AM
    • #3

    Apart from emptines mentioned above, only thing that doesnt look too good is the concrete wall in picture 5. Apart from that, nice work, keep it up.

  • RA7
    • April 14, 2008 at 7:15 PM
    • #4

    Sweet.....looks promising.

    needs more detail tough.

  • Jenn0_Bing
    • April 14, 2008 at 7:48 PM
    • #5

    Looks good. As the other guys pointed out with the detail comments, things i can think of would be adding some window boxes to the houses, Some cars parked up in the road would add cover. Some variation to the textures on the houses, there's a lot of that red brick everywhere you look at the moment. Some more street furniture, adding a whole in the ground somewhere with some roadworks going on would work to break the street up a bit.

  • Bl1tz
    • April 14, 2008 at 11:30 PM
    • #6

    Pretty good on imitating the feel, but definitely needs a lot more detail and more variation on the apartments.

  • Deh0lise
    • April 20, 2008 at 1:56 AM
    • #7

    Looks good and hdr will make it look incredible but i dunno if the layout will work with big streets, have you got any screen of the layout?

  • fonfa
    • April 22, 2008 at 4:34 AM
    • #8

    the way you carved the windows into the building is totally going to kill the fps. make them modelled like dod:s and in clusters, that's gonna give you some slack to throw in even more details in other parts of the map. and it's going to look better.

    beisdes that, i think it needs some new textures.

  • Fearian
    • April 24, 2008 at 11:59 AM
    • #9

    Looks to me like you need a bit of weathering or something on the corners of the buildings to define it a bit more. everything looks a bit flat at the moment. experiment with the lighting too. try a different time of day etc.

    Edit: also try getting in some drainpipes, railings, window details. It looks like you could benifit from custom models.

  • sk3tch
    • May 7, 2008 at 4:02 AM
    • #10

    Thanks for the crits...

    Quote

    have you got any screen of the layout?

    ...Not at the moment. There is only one big spot with streets accesible like that. The rest is restricted to corridor like areas.

    Quote

    the way you carved the windows into the building is totally going to kill the fps. make them modelled like dod:s and in clusters, that's gonna give you some slack to throw in even more details in other parts of the map. and it's going to look better.

    ...I work too many hours to learn to model at the moment. Those windows are not carved in...they're added brush by brush and anything not visible is nodrawed. On my POS computer I get 120 fps in that area after adding more trees and detail. The lowest I plan to go is 80fps anywhere in the map.

    Quote

    Looks to me like you need a bit of weathering or something on the corners of the buildings to define it a bit more. everything looks a bit flat at the moment. experiment with the lighting too. try a different time of day etc.

    ...I'm working on that thanks to that comment. I'm adding some decals I made to make it look a little more weathered. The lighting is where I want it at the moment...I even tried night time. I like daytime at the moment. I will tweak the color and brightness though.I guess I have a long way to go. Thanks all.

  • Punky
    • May 7, 2008 at 12:21 PM
    • #11

    Heres a tip for you

    In console:

    sv_cheats 1

    cl_drawhud 0

    r_drawviewmodel 0

    It will get you rid of the huds and your weapon to take the screenshots.

    And I like the style, it looks clean and your brushwork is good, good job!

  • Jetsetlemming
    • May 18, 2008 at 1:40 PM
    • #12

    Make small displacements over the patches of grass along the streets, and make them very lightly rounded on the edges. The less uniform flat surfaces, the better. Plus, you can add dirt patches and stuff like that too them.

    I'll second the suggestion to add some cars or other objects in the streets. Perhaps a dumpster, a building that was burnt out and is barricaded up, mail boxes, a moving truck, a crashed car? Try to make the individual buildings have something individual about them, at least some of them.

    I would recommend moving the time the map is set to maybe late sunset or early sunrise, and add porch and street lights to make the buildings look more visually interesting, too.

  • sk3tch
    • July 3, 2008 at 4:33 AM
    • #13

    ...And a few atmosphere changes to this one. Added a bit more detail as well.

  • RA7
    • July 4, 2008 at 12:41 PM
    • #14

    Looks great but the cars need shadows. It looks like they re hoovering above the asphalt.

  • sk3tch
    • July 7, 2008 at 1:58 AM
    • #15

    ...Didn't catch that. Thanks RA7.

  • Sentura
    • July 7, 2008 at 2:02 AM
    • #16

    also, the environmental light doesn't really fit the sky. i just noticed now that it seems like one of those 'fake light days' in real life (you've probably had them too, where the cast lighting does not fit the cloudy sky).

  • JamesL
    • July 17, 2008 at 2:53 PM
    • #17

    You need some decals for the road markings, some stop signs and traffic lights. (No idea why am on a highway tip...)

    Other than that it's just detail you need adding to the scene. Dirt, light & shadow, the inevitable graffiti here and there. sIgns, sign posts, trash cans, railings, porch lights, house nameplates, all that kinda junk.

    Looking promising mate keep up the work

  • sk3tch
    • November 30, 2008 at 5:32 AM
    • #18

    I added more recent shots of the map to the first post to prevent flooding the post with older pics. I added alot more detail and adjusted the lighting alot. Any crits will be welcome.

  • m8nkey
    • November 30, 2008 at 11:14 AM
    • #19

    Coming along really nicely sk3tch. In a couple of weeks I should get around to making those models I promised ages ago.

  • dux
    • November 30, 2008 at 11:47 AM
    • #20

    The road corner needs to bend. There's no such roar that has a square corner. Impossible to get around without bumping something

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