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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • FMPONE
    • January 26, 2013 at 2:17 AM
    • #9,981

    I'm getting overwhelmed by those shots.

    I think you need to dial back your process and focus on using less lights, less shadows, less fog, etc. You're going on a bit of an expedition right now, using a bit of everything, it's not targeted properly. The green is also a poor match with the orange and blue, IMO. It's hard to comment specifically on the shots because there is just so much going on you have a hard time identifying anything in particular to critique, it's just too noisy atm.

  • AtsEst
    • January 26, 2013 at 2:18 AM
    • #9,982

    You can't go wrong with blorange and the green accents are a nice touch. As mentioned the atmospherics are really dense. Try to differentiate your key lights(ideally one per scene that defines the coloration and mood for it) and support lights(intensity should be really low compared to the key), Currently it is a lit quite uniformly(alteration of same sized blue and orange patches). Give it more contrast by including some more intense areas as well as some dark ones and separate your colors a bit more. Generally speaking simpler is better but that said it is always cool to try coming up with something different (It would really help to differentiate your map from others). All of this said gameplay comes first and I figure NS2 to be a quite difficult game to light considering the drastically changing environment conditions that come from gameplay.

  • Skacky
    • January 26, 2013 at 2:48 AM
    • #9,983

    Yeah like I said I wasn't convinced by the lighting. I seem to have quite a hard time getting it right in Spark for some reason, I'm not really used to all that atmospherics stuff yet.

  • FMPONE
    • January 26, 2013 at 2:53 AM
    • #9,984

    Start minimal. The challenge with Spark is to get a minimalist result, but often that's the result of extensive editing, at one point I was using 90 million lights to accomplish what fewer could have done, but I only got to trim it once I had the look down. If you start small you'll probably get a better result ultimately

  • dux
    • January 26, 2013 at 3:09 AM
    • #9,985

    Cut half of the orange spotlights and you're good.

  • 2d-chris
    • January 26, 2013 at 10:50 PM
    • #9,986

    green and blue work well together, blue and orange do too, so mixing them all is fine so long as all 3 don't fight for attention in the same scene. so at a guess without trying, greens will look better next to the blues than the oranges.

    As for the actual map, its looking really good ^^

  • shnytzl
    • January 27, 2013 at 8:52 PM
    • #9,987

    Hi,

    I'm currently working on a Fight Yard map for my Team: fy_lanii. It is my first map ever, I've spend quite a lot of time on it so far. Please don't be too harsh

    I think it is important for fy maps to be visually clean, as the fighting itself should get the main attention. In contrast to other fy maps I wanted to imply a certain style of gaming with my map. This means: I placed boxed to hide to animate the player to fight his way forward. The starting distance between the first contact is also quite long, to make the player move closer. I never liked fy maps that became some sort of aimmap with static gameplay. I want it to be fluid.

    Well I at least hope that I can achieve this, but as I said, I'm a beginner.

    Hope you find something you like!

    Greetings

    Marc

    [Blocked Image: http://team-lanii.de/downloads/fy_lanii_top.jpg]

    [Blocked Image: http://team-lanii.de/downloads/fy_lanii_iso.jpg]

  • Rick_D
    • January 27, 2013 at 8:59 PM
    • #9,988

    de_favela

    on mapcore server, sent to Map Workshop, fingers crossed ol' buddies

    [Blocked Image: http://i.imgur.com/O3PY0z6.jpg]

    [Blocked Image: http://i.imgur.com/hm9nC4m.jpg]

    [Blocked Image: http://i.imgur.com/9t46JY6.jpg]

  • Vilham
    • January 27, 2013 at 9:02 PM
    • #9,989

    do we have a regular server or is it just a testing server?

  • Mazy
    • January 27, 2013 at 9:03 PM
    • #9,990

    Looks dope Rick

  • ElectroSheep
    • January 27, 2013 at 9:25 PM
    • #9,991

    Love your map Rick !

  • Puddy
    • January 27, 2013 at 9:30 PM
    • #9,992

    Damn Rick, he makes us all look bad.

    It plays well too.

  • Rick_D
    • January 27, 2013 at 9:34 PM
    • #9,993
    Quote from Puddy

    Damn Rick, he makes us all look bad.

    It plays well too.

    tell it to gabe

  • Rick_D
    • January 27, 2013 at 9:34 PM
    • #9,994

    no really, email gabe

  • e-freak
    • January 27, 2013 at 9:39 PM
    • #9,995

    no. send it to insta!

    looks great, love the lighting

  • Squad
    • January 27, 2013 at 11:18 PM
    • #9,996

    Great looking and fun map!

  • FMPONE
    • January 27, 2013 at 11:43 PM
    • #9,997

    good job DIck

  • OrnateBaboon
    • January 28, 2013 at 12:58 AM
    • #9,998

    Yeah, awesome map Though a name change might be required.

    http://css.gamebanana.com/maps/100194

  • 2d-chris
    • January 28, 2013 at 1:40 AM
    • #9,999

    not bad rick me old chum, always knew you are a level designer at heart

  • JeanPaul
    • January 28, 2013 at 2:48 AM
    • #10,000

    Where did this come from? How long did it take you?

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