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dm_petrol

  • RabidMonkey
  • December 8, 2004 at 6:58 AM
  • Trapt
    • December 23, 2004 at 6:06 AM
    • #41

    I have seen it, but I do agree with the others that too much of the outside area is in shadow. It just doesn't look natural to me.

    The only fault I can put this map. D:

  • Thrik
    • December 23, 2004 at 12:18 PM
    • #42

    It's nice structurally, but in those latest screenshots (the older ones aren't working) the lighting seems really dark. If you were to lighten up the whole thing and then choose your darker areas very carefully (rather than it being the other way around) I think it'd make it a bit nicer. Think about colour too -- you kind of have a piss-yellow scheme going on right now, which doesn't look too good.

  • Taylor Swift
    • December 23, 2004 at 12:29 PM
    • #43

    NOW THIS LOOKS LIKE HALF-LIFE 2 Level Should Be.

    awsome.

  • Thrik
    • December 23, 2004 at 12:34 PM
    • #44

    It may be worth experimenting with those glowy type things too, with light sources -- I forget what they're called. Give me a few minutes and I'll quickly edit one of your screenshots to show what I mean.

  • Thrik
    • December 23, 2004 at 12:38 PM
    • #45

    [Blocked Image: http://thrik.dodnetwork.com/b3ta/lightycrap.jpg]

    Yar, this is more like how I'd do it. What are those glowy things called again, like I put around the lights, windows and door? I've seen them in some maps so I know they can be done, I just emulated them with a shitty brush. D:~

  • Trapt
    • December 23, 2004 at 1:03 PM
    • #46

    That effect can be achieved with sprites or with an point_spotlight entity. It really isn't too dark in game, and there is only one dark area, that being the refinery.

  • RD
    • December 23, 2004 at 3:48 PM
    • #47
    Quote from RabidMonkey

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

    That would be pretty fucked up

  • RabidMonkey
    • December 23, 2004 at 6:18 PM
    • #48

    I'm definitely going to add the glow sprites, I had them in a fairly early release and deleted them as they looked like crap since I was using a sprite instead of a func_lightglow or whatever the pointent is for light glows and they were bright white for the orange-y lights D: - I didn't think of adding them over the windows, though, that would look neat.

    Thanks for teh comments/suggestions, all.

  • RabidMonkey
    • January 19, 2005 at 12:43 AM
    • #49

    http://rabidmonkey777.bluewolf72.com/fi ... rol_b4.zip

    pub. beta 4 released. Comment away.

  • RD
    • January 19, 2005 at 12:33 PM
    • #50

    screenz please

    cuz i cant play yet

  • RabidMonkey
    • January 19, 2005 at 8:48 PM
    • #51

    [Blocked Image: http://rabidmonkey777.bluewolf72.com/imagery/dm_petrol/dm_petrol_b4/dm_petrol_b40019.jpg]

    [Blocked Image: http://rabidmonkey777.bluewolf72.com/imagery/dm_petrol/dm_petrol_b4/dm_petrol_b40015.jpg]

    [Blocked Image: http://rabidmonkey777.bluewolf72.com/imagery/dm_petrol/dm_petrol_b4/dm_petrol_b40012.jpg]

    [Blocked Image: http://rabidmonkey777.bluewolf72.com/imagery/dm_petrol/dm_petrol_b4/dm_petrol_b40002.jpg]

    [Blocked Image: http://rabidmonkey777.bluewolf72.com/imagery/dm_petrol/dm_petrol_b4/dm_petrol_b40000.jpg]

    A few.

  • Marcos
    • January 19, 2005 at 9:02 PM
    • #52

    Looks way too dark. Lighting seems abit strange outside, as some places are lit and some just stays dark. The lightbeams in pic 2 and 5 is too thin. Increase the radius. Yeah, and make the fog darker as Peri said

  • ReNo
    • January 19, 2005 at 9:14 PM
    • #53

    What the hell is going on with your ultra-thin point_spotlights? You really have to widen them up, it would look better without them as is. The building front in the second last shot also looks far too dark - get some lighting on the go there to spruce it up a little. Other than that, looks good to me

  • DaanO
    • January 20, 2005 at 2:22 AM
    • #54

    I get the impression that you know Hammer and all of the techniques quite well, but that you really didn't think about this level. The theme (if there is one) lacks consistency, the map makes no sense at all. I think if you would imagine people actually working/using the enviroment you'd find quite a few flaws. The same goes for details, the ultra-thin spotlights are a good example. The light you used it bigger than the base of the spotlights, i don't see how that is even possible. Maps that make no sense can be fun, i don't have anythign against them, but the problem is, it seems to me that you are trying to actually make a realistic enviroment. If you're not, you are not choosing between making some deathmatch enviroment or something 'real'. Make choises, think about the things you make.

  • Trapt
    • January 20, 2005 at 2:26 AM
    • #55

    One of the best DM maps I have played to date.

    My only issue with it is the performance. I never had a good framerate on the official maps, but on your map, I'm running with a significantly lower FPS.

    For you people saying about the outside lighting, I will answer it for Rabid. He seems to be having a problem with the light_environment. It seems to be lighting up the props, but not the world.

    Well Done to Rabideh. D:

  • Taylor Swift
    • January 21, 2005 at 6:29 PM
    • #56

    More work on the light please, this looks very gray.

  • Trapt
    • January 22, 2005 at 3:15 AM
    • #57

    There is definitely NOT a lack of a theme. Although the screenshots don't show it very well. There is no doubt, whilst running around the map, that you know it is an industrial building/factory of some sort.

    And the lighting is not bland at all. The refinery has some of the best lighting I've seen. You'd be thinking otherwise if the light_environment actually worked, since it'd add so much more colour to the map.

    The screenshots do not accurately show the amount of detail and thought that has been put into the map. Have you people even played the map, or are just judging from the screenshot?

    This map makes perfect sense to me, and I've no idea what on Earth you are talking about DaanO. Since when does an industrial factory/refinery make no sense? I could quite easily imagine a whole bunch of workers in there, doing their job. Obviously, you didn't bother to download the map, and critisised without having a general idea of the map and its layout. The only thing I can put this down to is blaming Rabid for not posting enough screenshots.

    The one thing I agree with here is the thin spotlights, they do look a bit odd. I am reminding you that this is only Beta 4, and Rabid is still fixing things.

    Enough ranting for now. Sorry if this came accross as rude, but I felt it had to be said.

  • ReNo
    • January 22, 2005 at 3:24 AM
    • #58

    There is no point in getting angry or upity about the feedback people give Trapt, nor is there any point in criticising people for not having checked it out in game. Would you rather there were no comments, or perhaps just one or two? Screenshots allow lazy/busy people or those without the game to give suggestions, and while some might be based on untrue assumptions, much of it will still be useful. Of course its better to recieve comments based on ingame experience, but you don't always have the luxury of an audience willing to go through the hassle.

    Constant praise of any level just ends up making you look like a fanboy - even if a map looks bloody amazing, the best thing people can do for the author is to look for what can be improved

  • RD
    • January 22, 2005 at 12:27 PM
    • #59
    Quote from Trapt

    There is definitely NOT a lack of a theme. Although the screenshots don't show it very well. There is no doubt, whilst running around the map, that you know it is an industrial building/factory of some sort.

    This is kind of funny if u think about it. The theme is a factory of some sort.... of what sort? I think after mapping for few years for cs Daano is a bit more picky about themes. For cs an industrial map of a factory is generic, unless u show exactly what kinda factory what it makes and im not talking about big pipes evrywhere. Thats for cs tho, for hldm u can have factory making candy elevators, but doesnt fit a map called dm_petrol.

    Quote

    And the lighting is not bland at all. The refinery has some of the best lighting I've seen. You'd be thinking otherwise if the light_environment actually worked, since it'd add so much more colour to the map.

    The screenshots do not accurately show the amount of detail and thought that has been put into the map. Have you people even played the map, or are just judging from the screenshot?

    Then follow a lesson in screenshotting Evrybody else is making screens which show what the light looks like, so i expected these shots to do the same. And yes im just judging from the screenz, i think Daan as well. Maybe it really is a perfect map

  • von*ferret
    • January 22, 2005 at 4:53 PM
    • #60

    I agree with RD in that people dont konw how to take screens. Its like "hey lets take a picture of the prop I can throw in" rather than "hey lets give the viewers a sense of everything around in this area and how it all fits together, the lighting, architecture, detail props, ect"

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