1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

dm factory

  • Taylor Swift
  • January 13, 2005 at 9:35 PM
  • von*ferret
    • January 14, 2005 at 8:49 PM
    • #21

    The other sky was more promising for color. Now the map is VERY bland looking. Lose the ultra saturated yellow lights. Change their hues because they're distracting. Also tint all of the white lights to baige, blue, or something. Not a lot, just slightly. Barely anything is white.

  • Jezpuh
    • January 15, 2005 at 12:16 AM
    • #22

    can you please post in nexus maps tread

    say "this map needs less nexus"

  • kleinluka
    • January 15, 2005 at 1:54 AM
    • #23

    Jezpuh can you leave that shit to EOT.

    First warning.

  • Taylor Swift
    • January 15, 2005 at 10:51 AM
    • #24
    Quote from Jezpuh

    can you please post in nexus maps tread say "this map needs less nexus"

    Jezpuh you are not funny.

    your surprise me again with this stupid posts.

    I’m so tired of this ..

  • Taylor Swift
    • January 15, 2005 at 10:59 AM
    • #25
    Quote from von*ferret

    The other sky was more promising for color. Now the map is VERY bland looking. Lose the ultra saturated yellow lights. Change their hues because they're distracting. Also tint all of the white lights to baige, blue, or something. Not a lot, just slightly. Barely anything is white.

    Heh, right von Ferret. I agree with you this time..

    I need to lose the ultra saturated yellow lights and make them darker, or turn them off. But not the lights in the tunnels because they are important, ordinary.

    Yeah the other sky was a lot better for the environment. I will try many skies this time. Sometimes i think it makes it ugly with the red sky but it doesn't. I can't wait more coming help from you, you bring so nice ideas

    :wink: heh.

    Before i start to work with the inside area of the building i need to finnish the outside area completly.

    Thank you.

  • st0lve
    • January 15, 2005 at 1:27 PM
    • #26

    I see no real difference except for higher res pictures, which doesn't count shit in my opinion.

    Its still block, it still got textures that are scaled UP..

    Do something about that, then post screens.

  • RD
    • January 15, 2005 at 2:35 PM
    • #27

    looks like a gas station factory making sewer pipes. Let the textures do some more work

  • hamst3r
    • January 15, 2005 at 2:48 PM
    • #28

    and lets get rid of the ugly yellow lights, shall we?

  • ReNo
    • January 15, 2005 at 4:02 PM
    • #29

    I think the design of the building looks fine, but the lighting really needs work. Do you have a leak or something? It looks like RAD is only running direct lighting judging by the harsh shadows all over the place. If there is no leak, make sure you are using a reasonable number of bounces in RAD - try between 3 and 8 I guess. Looking at the spotlights along the left most wall in the first shot, it looks like you have them much too weak and focused - let the angles be a bit wider as at the moment they only effect a tiny spot on the ground, which makes them seem pointless. As others have said, the yellow lights NEED to go or at least be toned down in saturation - at present they are a horrible, stand out colour and yet seemingly have no effect on the surrounding brushwork. The yellow strip lights in the tunnel give off much too yellow a light for the colour of the strip. You should try and keep colours subtle for the most part.

  • Marcos
    • January 15, 2005 at 4:21 PM
    • #30

    I donno why, but i think this map looks very cartoonish..

  • D3adlode
    • January 15, 2005 at 6:29 PM
    • #31

    Nothing more to add past what others have said, but it's a good start.. keep it up and you'll have a pretty decent first source map!

  • Taylor Swift
    • January 15, 2005 at 7:32 PM
    • #32

    Okay after some progress and hundreds of compiles..

    A lill better lighting finally.

    [Blocked Image: http://img158.exs.cx/img158/2367/dmfactory00004pd.jpg]

  • mike-0
    • January 15, 2005 at 7:59 PM
    • #33

    Looking much better.

  • slicky
    • January 15, 2005 at 9:21 PM
    • #34

    I noticed that too marcos, i think its cuz the lighting has such hard edges and the textures are so generic its like the thing is cell-shaded.

  • DaanO
    • January 15, 2005 at 9:35 PM
    • #35

    your lighting lacks subtlety (sp?), both in color and brightness, and in how you used it. try to find out why your world doesn't look 'real' and fix it

  • Evert
    • January 15, 2005 at 11:18 PM
    • #36

    Looking a lot better there Nexus, you are on the right track it seems.

  • Bluestrike
    • January 16, 2005 at 12:19 AM
    • #37

    Hmm I liked the first screens more then the last,

    The blocky look made it feel like a real factory.

    Factory's are not build for design, hell 9/10 industrials buildings are square metal boxes here (modern industial zone) with only at the front side

    (where the office or reception is based) is tought about looks.

    Older industial buildings will still have a basic square layout in most cases but walls are concrete & bricks and the roof is not flat but triangles, or halfround.

    So as far as it goes to realism, I liked the old screens alot more, at least for the factory itself.

    It looks like the chimney can use more sides and/or a smoothing group tough.

    I guess most real factory's would be pretty boring at the outside for a level :-).

  • PhilipK
    • January 16, 2005 at 12:41 AM
    • #38

    last shot is cool, I like it so far.

  • Thrik
    • January 16, 2005 at 3:41 AM
    • #39

    Try to balance your lighting and sky more. Your buildings are dark enough to imply that the sky is completely dark and in the middle of your night, but the sky itself is a lot lighter and reddish.

    The tone and colour of anything which is getting hit by that sky should be very similar to the sky itself -- as DaanO said, it lacks subtley. Since your sky is currently fairly midtonish, your buildings and such should also be midtonish. Balance!

  • von*ferret
    • January 16, 2005 at 8:51 AM
    • #40

    get a ground shot and add a 3d sky cause buildings dropping off suddenly removes you from the atmosphere.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™