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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • FMPONE
    • November 16, 2012 at 7:40 PM
    • #9,801
    Quote from holiestcows

    shitty maps

    Yes, I entered a contest for shitty maps.

    But no, the theme was make a single player map.

    You're a champ. I like the geometrical shapes in your map, the room itself reminds me of Briscoe's submarine room in ND_Russia

    Cant tell if sarcasm, but if not, Thanks.

    No sarcasm

    No worries, there's only one Rick_D around here. He's kind of "special"

  • Erratic
    • November 17, 2012 at 2:34 AM
    • #9,802

    fucking bots get out of the way

    Only area I've really detailed up so far but it's pretty much the main area give or take. Now to finish it up, which won't ever happen

    [Blocked Image: http://i.imgur.com/JU0cx.jpg]

  • holiestcows
    • November 17, 2012 at 2:39 AM
    • #9,803

    That looks really good man. My question is, the main area(in the back of the screenshot) has a shit ton of cover it seems. Have you play tested out that area? Seems like it would be a cluster fuck.

  • 2d-chris
    • November 17, 2012 at 3:06 AM
    • #9,804

    all this cs action has got me in the mood to make a new one, hmmm I wonder, btw - looking nice erratic!

  • FMPONE
    • November 17, 2012 at 3:37 AM
    • #9,805
    Quote from Erratic

    fucking bots get out of the way

    Only area I've really detailed up so far but it's pretty much the main area give or take. Now to finish it up, which won't ever happen

    [Blocked Image: http://i.imgur.com/JU0cx.jpg]

    YAY

    cs_cratetown?

  • Erratic
    • November 17, 2012 at 3:52 AM
    • #9,806

    I already told you I'm completely out of ideas.

    When in doubt, make a level that justifies putting crates everywhere

  • FMPONE
    • November 17, 2012 at 3:57 AM
    • #9,807
    Quote from Erratic

    I already told you I'm completely out of ideas.

    When in doubt, make a level that justifies putting crates everywhere

    Well, there's nothing really wrong with that. but you could go to photographic refs and that's a good way to do it as well

  • holiestcows
    • November 17, 2012 at 5:32 AM
    • #9,808

    I dont want to be that guy who posts a bunch of times of same are with minor tweaks, but after feedback, I revamped the lava room, I will be adding some buckets holding lava on ceiling rails that will be moving about, but ill leave that for you to see when you play.

    [Blocked Image: http://i.imgur.com/smc5S.jpg]

  • AlexM
    • November 17, 2012 at 8:01 AM
    • #9,809

    ^^^ that's what this place is here for, go right ahead and post all you want

    Couple things off the top of my head:

    1) there's a lot of obvious tiling in the textures. Break it up, maybe scale up some of the more problematic textures.

    2) It's a little flat, maybe push up the ceiling above the girders to give it some more vertical variety.

    3) Lava is a little rough and glowy

  • Fuzyhead
    • November 17, 2012 at 1:01 PM
    • #9,810

    Add some decals/overlays for the floor and walls... add ropes, pipes etc.to the ceiling. Everything looks quite empty and undetailed.

  • 2d-chris
    • November 17, 2012 at 3:07 PM
    • #9,811

    if you can make a big box roughly that fills up your room, chances are you've not been very creative with your architecture , sure, in real life it happens all the time, but this kind of scene could use some interesting shapes.

    Also, ask yourself where is the lava coming from, whats it there for, is it to melt trash/crates or to make new ones, is it powering geothermal stuff? You don't always need to make sense of everything, but it helps you come up with ideas, and ideas lead to strong themes. If not you'll end up with a room full of crates (which isnt always a bad thing mind you)

    if you really want to go crazy, use opposites to your advantage, make some glass windows on the ceiling and have a snow storm outside then you have a cheesy but wonderful blue and orange lighting setup!

    here, some basic geometry ideas,

    [Blocked Image: http://i48.tinypic.com/8wdq1s.jpg]

  • JeanPaul
    • November 17, 2012 at 4:07 PM
    • #9,812

    Also get rid of the 45 degree transitions from the ceiling to the wall - it looks amateurish

  • holiestcows
    • November 17, 2012 at 6:07 PM
    • #9,813

    Thanks for all the CC guys, ill muck about with it later and see what I can come up with.

    Erratic, is your map playable yet? If so I would like to play it

  • Erratic
    • November 17, 2012 at 7:37 PM
    • #9,814

    Not yet. Should be soon.

  • Squad
    • November 18, 2012 at 2:31 AM
    • #9,815
    Quote from Vilham

    Just from an art thing, try breaking the floor up a bit. Maybe some lifted flagstones or small bricks, grass growing up through gaps etc.

    I haven't really done a lot of work on the ground so far (postponing it, cause it's a little bit of a bitch, hehe), but I'll definately take it into account.

    I'm also experiencing some (near) pitchblack faces (mostly the bottom of overhanging roofs etc ..., in the second picture below is a good example in the upper left corner). Is there an option to set a minimum light level throughout the map (if I remember correctly, there used to be in Hammer, or rather WorldCraft back then). Or does anyone have another solution for this?

    Here are a few new shots.

    [Blocked Image: http://users.telenet.be/gus/csgo05.jpg]

    [Blocked Image: http://users.telenet.be/gus/csgo06.jpg]

    [Blocked Image: http://users.telenet.be/gus/csgo07.jpg]

  • cincinnati
    • November 18, 2012 at 3:53 AM
    • #9,816

    start with upping the ambient light, if you haven't already?

    though i've never done it, i believe there are parameters for bounce numbers in vrad.

    i'm guessing those are default textures, so this third option might be a small hassle...but you could rewrite and rename the vmt for the textures in those places with $reflectivity (ie. $reflectivity "[.2 .2 .2]" ) and get definite results.

  • holiestcows
    • November 18, 2012 at 4:16 AM
    • #9,817

    Squad, that looks really good, it looks like Inferno but in a way that you got the detail and consistency down really well. Good job!

    So after all the ideas, suggestions, cc, and stuff this is my newest revision.

    [Blocked Image: http://i.imgur.com/jAyLg.jpg]

  • _gb
    • November 18, 2012 at 8:46 AM
    • #9,818

    Squad: I really like that first shot with the cart on the ramp, looks like a real street scene. The windows on the building to the right of the cart look a little glued on, mostly because all other houses have a different type of window.

  • Squad
    • November 18, 2012 at 4:08 PM
    • #9,819
    Quote from cincinnati

    start with upping the ambient light, if you haven't already?

    though i've never done it, i believe there are parameters for bounce numbers in vrad.

    i'm guessing those are default textures, so this third option might be a small hassle...but you could rewrite and rename the vmt for the textures in those places with $reflectivity (ie. $reflectivity "[.2 .2 .2]" )and get definite results.

    I'll try upping the ambient light first. Haven't thought of that

    I think it's possible to do bounce numbers in vrad with Nem's Tools perhaps. Been a few years since I've used it, so far I've been compiling with Hammer only

    Some good suggestions, thanks!

    Quote from _gb

    Squad: I really like that first shot with the cart on the ramp, looks like a real street scene. The windows on the building to the right of the cart look a little glued on, mostly because all other houses have a different type of window.

    I know what you mean. I'm not too pleased with that building yet, but so far I haven't found a nice way to 'fix' it. Any suggestions on that are more than welcome

    Thanks for all the feedback!

  • cincinnati
    • November 18, 2012 at 5:29 PM
    • #9,820

    you can adjust bounce in hammer's expert compile

    https://developer.valvesoftware.com/wiki/VRAD

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