Thats similar 'cool' lighting I was going for in my map. Maybe I'll try something different.
WIP in WIP, post your level screenshots!
-
-
I'm currently working on...well....hdn_resident [Blocked Image: http://forum.counter-strike.de/bb/img/smilies/icon16.gif]
[Blocked Image: http://www.abload.de/thumb/residentwipr4o.jpg]
-
build your maps man! then show them.
-
Right at the moment I'm adapting the lighting completely. If you wanna know how the map looked like a few weeks ago you should take a look at my portfolio (Under LevelDesign => hdn_resident)

-
Started this area last night.
[Blocked Image: http://www.methodonline.com/temp/meth_test9a.jpg]
[Blocked Image: http://www.methodonline.com/temp/meth_test9b.jpg]
Feedback is welcome.
-Method
-
Holy shit, Method, that's awesome. Your content is coming together really well and the lighting looks fantastic. I think this map is going to be right near the top as far as visuals in Q4 maps go.
Thematically, the new structure does seem to stray a bit from the usual urban theme - as do the accent lights near the ceiling - which is starting to give a Doom III vibe. In a good way, though; they look great. I think you can blend that stuff into the theme well. And if you want that sort of urban sci-fi, you nailed it.

-
wow good lord that is so awesome

-
KungFuSquirrel: I'm shooting for urban/industrial look. Thanks for the comments though man. I implemented your flare bulbs on those hanging lamps
Although the metal structure is not sci-fi, it does exist. Here's my inspiration:[Blocked Image: http://www.urbanatrophy.com/albums/steelfurnace/normal_furnace02.jpg]
Although I need to put MUCH more detail into it to look like that.
FMPONE: Thanks man
How can I make it look even better?-Method
-
Quote from Method
FMPONE: Thanks man
How can I make it look even better?-Method
added detail, take a look at that ref you're using, decals etc are absolutely vital to increasing the level of visual detail going on in the shot. Wires hanging in the foreground would also work wonders for the composition.
One major problem with the shot is that you have alot of background detail and the shot just kind of builds up to that, you have to add interesting things to the foreground like trash and posters, gutters in order to balance the scene out... just take a look at reference shots of alleyways in major cities and you should get a great idea of the kind of simple detail that adds to the complexity of a scene.
[Blocked Image: http://www.infomotions.com/gallery/seattle/Images/DSCN4090.jpg]
garbage, grafiti, electrical boxes are pretty much a must for an urban environment like the one you've got going
I would also add the kind of metal mesh objects going over the railing in that reference, add in some lighter blue hues to create some contrast in the scene, and "no flat surfaces" applies of course. Thats all I got baby, you're doing an incredible job with that scene keep it up!
-
fmpone if you find more of those type screenshots, please send me to me or post here. I'm about to start working on a next map called
cs_yorkers
I need the kingpin style inspiration with grafitti, nggz, brick walls..

-
FMPONE: Ok man, gonna work more on it. Polish it up.
Dodger: Try the following sites:
http://www.nyc-architecture.com
http://www.finster-stahlart.de
http://4udak.nnm.ru/est_takie_mesta_v_m ... h_of_death
These are mostly abondoned/industrial but can be used as an inspiration.
-Method
-
is quake 4 done with brushes which you texture in the editor or is it all meshes?
-
Brushes and patch meshes. Models are pretty rare compared to source.
-
Hmmm... I've decided that I've been sitting on this map for too damned long, so I'm going to finally finish it. The biggest issue right now is a texturing issue. Here's a picture of what I mean [hammer shot] [Blocked Image: http://img96.imageshack.us/img96/1258/textureissueeb6.jpg]
On account of the stairs, I can't very well use my blue green prison wall texture without it looking incredibly goofy - so I went with the temporary white plaster. The problem is that the transition between the green and the plaster is without a buffer zone of any kind. I need to figure out how to either a) ease the transition, or b) find a way for the green to work the whole way through.
You guys are the professionals, any ideas?
-
You could just split the wall at the point where the green stops (i.e. bottom segment = greenish colour, top segment = white plaster) and have it follow the stairs as it goes down to the bottom floor like \___ this.
Alternatively, put something in the corner to break up the texture transition.
-
Looks like an opportunity to use the stairs as a a trasnition and maybe break up the ceiling as well. Give the feeling one area is older than the other and they've been knocked togethter or somethi.ng
-
I've got an idea I'll try... I'll post some screens tomorrow - it's too late for this sort of stuff right now. Also, I don't want to use any more god damned pipe props... so what else can I use to break up the boring walls with?
-
I've been working on those spots that didn't look smooth on the first set of screenshots.
I hope the improvements are visible, at least a bit...

Edit: cut due to loading times, check posting below
. -

thats really nice! -
I'd say that it looks good, if only you would get rid of those attic windows on the right of the last screenshot. Please make them right, those really destroy the rest of the pic.
-
Participate now!
Don’t have an account yet? Register yourself now and be a part of our community!