Realised the skybox is super deserty and instantly killed the immersion.
WIP in WIP, post your level screenshots!
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Correct, one of the many things I'm addressing over the week , haha

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Don't compile LDR, LDR is completely and utterly unused.
You can also probably func_detail half the brushes in the map.
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Yanzl and I are working on a resort themed map and we would love to read what you guys think about it so far?
[Blocked Image: http://i.imgur.com/cyGvwDx.jpg]
[Blocked Image: http://i.imgur.com/OzzLghI.jpg]
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We're currently thinking that the map looks too clean right now and we're wondering what could be done to make it look more alive, any suggestions?
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more color
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Fuck me that's pretty. And new trees.. Oh my.

As for making it less clean, I don't see any (detail) props, overlays, decals etc. Trashbins with trash around them, stains on the floor, etc. etc.
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nothing wrong with 'clean' but how about a water fountain

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Maybe 1 or 2 dead guys at the reception with blood all over the wall? Like in the old train
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Maybe add some reading material like magzines or newspapers to areas where people would be waitiing and also some showering sandals to the spa.
Also there are a plants inside so there could be a watering can slopply hidden somwhere (at reception?).
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Yanzl and I are working on a resort themed map and we would love to read what you guys think about it so far?
You guys need to buy more vowels.
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Looks awesome

It looks like a brand new hotel that hasn't ever welcomed any guests. You should try to make it look like people (both guests and staff) were at the hotel just moments before.
How about some baggage lying around? Either in a "tidy" way or it was left behind real quick in a "sloppy" way.
In the second shot could be a livingroom table with some stuff on it, like people have been sitting there just minutes ago: a laptop, a briefcase, some magazines, office papers, cups of coffee. A centerpiece on the counter.
Other suggestions: paintings/arty photographs, hotel carts, buffet carts, a ladder underneath a spotlight as if someone was replacing it, windowcleaners at work, ...
And I don't yet see the mandatory Wet Floor sign with a mop next to it

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Thanks for the feedback everyone! We've been thinking about some of the suggestions ourselves so I guess we're on good track. The problem is modelling all that stuff

Anyway, here are some more screenshots:
[Blocked Image: http://i.imgur.com/WbBHNgz.jpg]
[Blocked Image: http://i.imgur.com/BGrTUpM.jpg]
[Blocked Image: http://i.imgur.com/7kyZB3p.jpg]
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Merry Christmas!
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Maybe you could add some fire extinguishers to some walls and a few emergency exit signs. Didn't see something like that in the screenshots. But i'm just using mobile internet atm, so i might have missed that

Looks great so far!
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Reference shots would help as well. The cold lighting surely doesn't help with avoiding a too clean look. Since a resort is what you're going for, a search on google images for Resort Lobby shows nothing but warm lighting on photos.
Even hotels etc. that use cold lighting usually have a lot more contrast in colors going on to break it all up;
[Blocked Image: http://www.crownhotels.com.au/d/tower/media/__thumbs_1600_900_crop/CT_Lobby_01-of5a411.jpg]
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i'm glad the q3a mapping competition introduced me to this forum - it seems like a great community. it's kind of intimidating to post stuff here, though, since you guys all make so much awesome stuff! here's my latest quake 3 project using sock's industrial texture pack.
[Blocked Image: https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/a1/shot0014.jpg]
[Blocked Image: https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/a1/shot0012.jpg]
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Quote from pat h
i'm glad the q3a mapping competition introduced me to this forum - it seems like a great community. it's kind of intimidating to post stuff here, though, since you guys all make so much awesome stuff! here's my latest quake 3 project using sock's industrial texture pack.
It seems you've nothing to be ashamed of!
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hey guys, since i discovered this good looking community thanks to Q3A mapping contest i think i stay here

got bored so i started making L4D2 campaign - again, i did something for L4D1 years ago but lost interest.
i would like to ask you guys for some advice on this, i want to have some reasonable polycount, but i need more detail around one side river ( want to make secondary natural path trough river under that bridge and subdivision 2 isnt enough ) and along road. tried modeling some details to see how it will look. how is it bad with t-junctions in source? i saw some different subdivisions in official L4D1 sample map with trainyard but i like to ask you guys for your opinion on this.
here are the screens, so far still designing it. i want to take my time and finally produce something good and complete.
thanks for replies!
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I've been working on my UT2014 map these days, and made many changes, especially in term of spaces.
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But I still got some empty spaces that i don't know how to use.
[Blocked Image: http://i.gyazo.com/5fecc46fb19ff23d81f19dab150eddb7.jpg]
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I thought maybe I should try again to make it smaller, but i'm kind of stack right here.
I left a link the project here:
https://www.dropbox.com/sh/eag5ktd7y9p…4Gddv-PTGa?dl=0
or https://www.dropbox.com/home/FF%20DM_Elysium
Let me know if you have an idea about all of this;
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To take a break from the ut map, I made a quick scene this afternoon
NeoGizeh
[Blocked Image: http://i.gyazo.com/7ee26992e784d5c5653b07af8554337f.jpg]
It's maybe a bit to brighter. Though, it's a preview light building, 'cause even medium quality was taking ssoooo much time.
I'll add some particules on the foreground.
I like the contrast between the old pyramids and the scifi city, but I feel like it would be cool to have a scifi texture on the pyramids too. What do you think ?
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