i think your textures are too clean, need some dirt on the bottom and the top of them
The brushwork is quite good, but some angles need to be broken.
i think your textures are too clean, need some dirt on the bottom and the top of them
The brushwork is quite good, but some angles need to be broken.
Lacks detail and as stated above there is a lack of contrast in both the lighting and textures.
As a first beta it looks solid enough though. Are you planing on a release to test the gameplay?
Quote from JamesLLacks detail and as stated above there is a lack of contrast in both the lighting and textures.As a first beta it looks solid enough though. Are you planing on a release to test the gameplay?
ahaha.. if its a straight copy then theres no need for testing. the original played very very well (..like most of warbys maps) ![]()
terminator: i was hoping you would diversify the map visually from the original map. not saying you should choose a different setting but you copied the blockyness (due to the old engine) to source, and it looks a bit cheap, u know.
glad to see one of warbys maps coming to source tho. might give it a go when youre done
To be honest I thought that was just a very very nice HL1 map
It needs much more detail...
hey guys, I'm happy to present you my new map.
It's a remake of an old map witch is not on Source...mmm yes 2 versions of it exist but I don't like it so I decided to completly recreate this map...and this map is cs_siege!
Well here are 3 WIP screens...I hope you'll like it :
[Blocked Image: http://www.bidoulmarc.be/siege/cs_siege_2007_002.jpg]
[Blocked Image: http://www.bidoulmarc.be/siege/cs_siege_2007_003.jpg]
[Blocked Image: http://www.bidoulmarc.be/siege/cs_siege_2007_004.jpg]
Stretching on the displacements really spoils it.
Quote from ginger_lordStretching on the displacements really spoils it.
It looks so real!
Nice, that has some good potential. But I agree with what the others said so far. Also the lighting looks quite boring but I suspect that is WIP as well ![]()
Looking forward to see more from this one.
Yes, this definatly looks good... Really hope you dedicate the map to n0thing.
Looking good moroes
I actually like the atmosphere the way it is.
Quote from Furyohere is a little church I'm working on for Dradz....it's already changed a bit, namely I added a normal map to the stone texture. That was lacking big time.http://www.froughol.com/misc/dod_rouen_axis0004.jpg
you are the master, mon ami -- only fear is getting the rest of the map to look half as good as that! ![]()
didn't read that it was cs siege, but it did look very familiar
looks great
Looking great Moroes ![]()
[Blocked Image: http://www.albatros44.de/soviets/sovc1k.jpg]
[Blocked Image: http://www.albatros44.de/soviets/sovc2k.jpg]
[Blocked Image: http://www.albatros44.de/soviets/sovc7k.jpg]
I've been spending some more time on this project (I've posted a set of pictures back in august)... though it still is WIP, I think the result is looking OK so far.
Yet many aspects still need a lot of attention...
moroes - I'd look at the windows on the right building in the last shot. They just don't fit with the rest of the structures. Otherwise, nice take on it ![]()
Albatros - biggest thing I like is the variety in the skybox. Very nice silhouettes in the background. How well do those show up from the ground? If you're crafty, you might be able to turn some of that detail into locational reference in moving around the map.
Hi KungFuSquirrel,
yep, had the idea of making that "skyline" in my january vacations to Salzburg in Austria (took pictures from an elevated position to catch the church towers, domes etc.).
The visibility... well yeah, you can see a lot of it from the player's POV, but like in a real city it depends on where you are
.
In a few places you won't see much of the skyline due to buildings on your left and right, but I made most streets end with mid-height buildings to open the view a bit. The main purpose was to keep the illusion of a big city feeling alive for players using the secondary routes across the railway tracks (middle picture) or through the upper storeys of the buildings.
![]()
Edit:
[Blocked Image: http://www.albatros44.de/soviets/sovc9k.jpg]
[Blocked Image: http://www.albatros44.de/soviets/sovc10k.jpg]
[Blocked Image: http://www.albatros44.de/soviets/sovc11k.jpg]
(connection point of ropes messed up in last screenshot)
I've recently been working on my singleplayer mapping abilities, it's so much fun! You can really get creative with scripting and thinking up interesting gameplay ideas in singleplayer, in my opinion so much more so than multiplayer.
I wanted to use the stock HL2 materials to create a singleplayer series set in a part of City 17 shelled by Headcrab Canisters. That's the premise; it's like Ravenholm I guess.
Anyway here's a few WIP shots of a day or two's work (including scripting that is). I think it looks a little bare in places as it is at the moment, especially the third screenshot. Any criticism greatly appreciated!
[Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/singleplayermap0008.jpg]
[Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/singleplayermap0007.jpg]
[Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/singleplayermap0010.jpg]
a taste for oldschool - q1:
[Blocked Image: http://level-design.org/matsp3.jpg]
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