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dm_petrol

  • RabidMonkey
  • December 8, 2004 at 6:58 AM
  • JynxDaddy
    • December 9, 2004 at 4:46 PM
    • #21

    Looks kinda cool, the lighting doesnt look very sourcey like to me though, something about it is weird.

  • spine
    • December 9, 2004 at 6:49 PM
    • #22

    Think this looks nice and promissing!

  • jaardsi
    • December 9, 2004 at 9:40 PM
    • #23

    Awesome work, rabbi. :mrgreen:

  • D3adlode
    • December 10, 2004 at 5:29 PM
    • #24
    Quote from spine

    Think this looks nice and promissing!

    Agreed.

  • RabidMonkey
    • December 12, 2004 at 1:38 AM
    • #25

    [Blocked Image: http://www.snarkpit.com/pits/hugh/petrol/dm_petrol40000.jpg]

    [Blocked Image: http://www.snarkpit.com/pits/hugh/petrol/dm_petrol40001.jpg]

    Two new shots of the refinery-area itself. The lighting is still bland, because a few of my lights did not get rendered at all, otherwise brushwork and such is complete.

  • von*ferret
    • December 12, 2004 at 1:42 AM
    • #26

    why is nothing lit up in your pics?

  • RD
    • December 12, 2004 at 9:37 AM
    • #27

    maybe he hasnt learned lighting yet?

  • RabidMonkey
    • December 12, 2004 at 9:52 AM
    • #28

    No, I suppose I haven't learned anything regarding lighting in the 3 years I've been mapping.

    It doesn't have any of the nicer lighting visible because of the new way light_spots work - I assumed that the outer range of the lighting cone would actually cast some level of light onto surfaces when in fact it doesn't do that very well, so I've had to readjust settings on the lights. The compile time takes quite a while so I can't really just do a quick 'recompile and re-screenshot' so I'll get some nicely light-up screenies when I have the time to recompile.

    Just figured I'd show progress. This is the WIP section, is it not?

  • Trapt
    • December 12, 2004 at 10:21 AM
    • #29

    Anyway, great work Rabid. It's a shame a whole bunch of these people don't realised how detailed the map is. I'd know, I've seen the VMF.

    One of the best HL2DM maps I've seen so far. Keep up the good work.

  • EjrulF
    • December 12, 2004 at 1:31 PM
    • #30

    yeah, light_spots would make it look so much better, keep it up!

    im looking forward the next compile.

  • tnoh
    • December 13, 2004 at 11:14 AM
    • #31

    I like it. Keep working on it

  • von*ferret
    • December 13, 2004 at 12:11 PM
    • #32
    Quote from RabidMonkey

    No, I suppose I haven't learned anything regarding lighting in the 3 years I've been mapping. It doesn't have any of the nicer lighting visible because of the new way light_spots work - I assumed that the outer range of the lighting cone would actually cast some level of light onto surfaces when in fact it doesn't do that very well, so I've had to readjust settings on the lights. The compile time takes quite a while so I can't really just do a quick 'recompile and re-screenshot' so I'll get some nicely light-up screenies when I have the time to recompile.

    Just figured I'd show progress. This is the WIP section, is it not?

    dude calm down. We were pointing out that nothing is being lit. Dont post screenshots of things that aren't lit unless you want the response you got. I understand how it sucks with compiling. It took 15 hours for my fairytale level to compile on an AMD64 fx53 2gigs of ram. Thats not pretty but I still refrained from showing shots of things that were not done or ready to be shown for suggestions.

  • RabidMonkey
    • December 23, 2004 at 3:30 AM
    • #33

    Updates...

    [Blocked Image: http://rabidmonkey777.bluewolf72.com/imagery/dm_petrol/dm_petrol40004.jpg]

    [Blocked Image: http://rabidmonkey777.bluewolf72.com/imagery/dm_petrol/dm_petrol40007.jpg]

    [Blocked Image: http://rabidmonkey777.bluewolf72.com/imagery/dm_petrol/dm_petrol40010.jpg]

    [Blocked Image: http://rabidmonkey777.bluewolf72.com/imagery/dm_petrol/dm_petrol40008.jpg]

    [Blocked Image: http://rabidmonkey777.bluewolf72.com/imagery/dm_petrol/dm_petrol40006.jpg]

    Apologies well for as acting like a

    complete ass. I hope I've relight some of it a bit better? Some of it

    still needs work, though I feel the interior lighting is better, and it's easier to see in-game for some reason.

  • Trapt
    • December 23, 2004 at 3:36 AM
    • #34

    This level is truly amazing. Rabid let me have a run through it, and it is one of the most detailed maps I have ever seen.

    Brilliant stuff Rabid, keep it up.

    The fog looks a little strange to me though.

  • kasikahma
    • December 23, 2004 at 4:07 AM
    • #35

    Oh my this is a real beauty. I love pretty much everything in this map especially interiors but however I think that environment lighting looks a bit odd.

  • Trapt
    • December 23, 2004 at 4:14 AM
    • #36

    Yes, I kind of agree.

    Perhaps it's the angle, it looks a bit odd. Perhaps change it around a bit and experiment.

  • Campaignjunkie
    • December 23, 2004 at 4:32 AM
    • #37

    Cool skybox with the buildings, and I like the architecture/style.

    But the lighting is really hurting the map. Really really hurting it. I really disagree with the environment color you chose, too harsh / extreme. Generally way too much of the map is in shadow, and it's important for multiplayer levels to usually be a lot brighter. You seem to only have this problem outdoors, so I would suggest to tweak environmental lighting a lot.

  • RabidMonkey
    • December 23, 2004 at 5:35 AM
    • #38

    Trapt - I believe I've set the angle with the env_sun which is where the skybox sun is, so light is being cast from the source of the sun where it would actually be - I can't edit the skybox so it has to stay there D:

    As for the color...It's too harsh orange? Should it be more of a...soft peachy color?

  • Trapt
    • December 23, 2004 at 5:50 AM
    • #39

    http://rabidmonkey777.bluewolf72.com/im ... l40006.jpg

    There is a SLIGHT gap in between two buildings on the left, I'd say you could put an env_sun in there somehow. That would clear up the large amount of shadow.

    If you can get it in there that is.

  • RabidMonkey
    • December 23, 2004 at 5:53 AM
    • #40

    I'll fill the gap alright, but not with the env_sun D: - It automatically goes towards the skybox's set sun for some reason, which is directly behind there coming through the highway over there. There's a screenie with it, I believe. Check the base dm_petrol directory. Or you've already seen it

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