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CS:S map project

  • Marcos
  • May 24, 2008 at 2:17 PM
  • Marcos
    • May 24, 2008 at 2:17 PM
    • #1

    Hello core!

    Been awhile since I'v been posting anything map-related here, but I'v been silently working on a cs:s map as some of you may have noticed.

    Thought it was time to post this in it's own thread to get some real c&c that is very much needed. The map is intended to be used for league play which was something I had to keep inmind, that aside the map feels abit empty/open and i'm having a hard time coming up with something to solve this (crates isnt very cool) Please come forth with anyting else!

    Notice that the pictures came out abit darker then ingame.

  • FrieChamp
    • May 24, 2008 at 2:22 PM
    • #2

    Ahhh sure feels nice to spot a floating crate every once in a while

    (pic 2)

    Images

    • lay1.webp
      • 21.44 kB
      • 800 × 640
    • map2.webp
      • 70.9 kB
      • 800 × 640
    • map8.webp
      • 96.91 kB
      • 800 × 640
    • map9.webp
      • 68.01 kB
      • 800 × 640
  • m8nkey
    • May 25, 2008 at 1:00 AM
    • #3

    That's looking damn nice Marcos .

    Maybe add some vehicles to the outside areas for cover? The map looks very industrial/warehouse like. For the interior, machinary could be used to provide cover. Some forklifts would be cool if you can get your hands on a model. It would also make palletes and crates far more acceptable.

  • narby
    • May 25, 2008 at 1:47 AM
    • #4

    Nice work

    The second image feels very chaotic, your eyes are drawn all over the place looking at all the different styles and colors, perhaps it would be a good idea to simplify things somewhat? This might help with more cohesion in the scene and avoid the problem of looking at a lot of stuff and not really seeing anything.

    I like the blend of textures in pic three, it has a nice feel to it and the red light in the first image is a little over powering, there's a lot of colors there fighting each other (both are warm for example, reds and bright yellows) - maybe something a little cooler?

  • Marcos
    • May 25, 2008 at 4:04 PM
    • #5

    Thanks guys!

    Thats an good idea m8nkey, tnx

    narby: Reading your comment regarding the second pic and looking back at it, I def see your point. Havent realy noticed that earlier but that's something I have to fix. Also the lighting at A spot have been changed

    Some other pics (from the same build tho)

    Ps: Why does the small plant in the last pic render fullbright? Any ideas?

  • DvS
    • May 25, 2008 at 5:53 PM
    • #6

    Wrong proptype?

    Also, the lights in the first two pics look a bit bright.

    Otherwise looking good.

  • Freak
    • May 25, 2008 at 7:28 PM
    • #7

    yeah, if someone uses this bath he´ll get blind lol

    another thing that fell in my eyes is the transition of wall and ceiling in the 1. screen, textures are ok but what about something that looks like the blue´ish texture fades into black?

    Images

    • 145_4593.webp
      • 152.28 kB
      • 1,814 × 2,634
    • aerobie pro.webp
      • 207.91 kB
      • 1,814 × 2,634
  • narby
    • May 25, 2008 at 7:43 PM
    • #8

    Looking good!

    Whenever you have a wall texture (or any other really) with very defined lines running along the length (such as corrugated metal etc, like you have in the 1st pic) when it meets a ceiling or floor or other wall, should have some kind of trim. Something to break up the transition between the two textures. It doesn't have to be big, just something that continues the illusion that the texture is still 3D.

    [Blocked Image: http://www.narby.net/images/map5.jpg]

    Those lights also seem very bright, again with the shower room maybe have two complementing colors? The idea is to lead the player through the space and avoid having a room that's too saturated and monotone

    Here's a shitty photoshop:

    [Blocked Image: http://www.narby.net/images/map1a.jpg]

  • Jenn0_Bing
    • May 25, 2008 at 9:03 PM
    • #9
    Quote from Marcos

    Thanks guys! Ps: Why does the small plant in the last pic render fullbright? Any ideas?

    The plant is fullbright because of the material properties, they only appear in direct light in de_train so it didn't matter to them. I like the theme of this map and how colorful the surroundings are, not as monotoned as most of the official CS:S maps, i agree that the intensity of some of the lights needs tweaking though.

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