I moved this to 3D for you.
cs_shichang
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That looks great, I love all the colors.
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Well done, I think looks much better than before.
What I meant for public illumination is that I don't see lamp posts; also an idea could be to use some flood lights in a couple key areas (roadworks or building renuvation) that would also make an area more distinguishable/memorable for players. -
I'd like to see a darker skybox and the lights being used more. Like the below ss for sleeping dogs:
[Blocked Image: https://hiddengemgames.files.wordpress.com/2015/04/sleeping-dogs-3.jpeg]
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I agree with Vaya, I think you need to darken it a bit
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It's like the worst readability possible for a CS:GO map...

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Quote from leplubodeslapin
It's like the worst readability possible for a CS:GO map...

Only if you don't use the streetlights etc enough.
https://www.flickr.com/photos/marcusuke/4808438843
ground here is v. visable , yeah?
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To be honest really no, it's a bad readability i think, because there are too many things that attracts attention. And i just don't see any way to stick to this art and get proper readability for a "competitive level".
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LATTEH I'm curious why you changed the light settings again. Didn't you like the sunset setting?
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Quote from El_Exodus
LATTEH I'm curious why you changed the light settings again. Didn't you like the sunset setting?
I did, but I was having trouble trying to making the environment light and all the lighting from the sign look good together. I just started experimenting with different times of day (mostly close to dusk, didn't try night or anything) to give a brighter look without it looking washed out like the old settings did. (had to really brighten the ambient so there would be more readability)
Plus I wanted to use the dynamic shadows.
Quote from VayaI'd like to see a darker skybox and the lights being used more. Like the below ss for sleeping dogs:
[Blocked Image: https://hiddengemgames.files.wordpress.com/2015/04/sleeping-dogs-3.jpeg]
I have a night skybox that I made. I could try out a night environment and post the results. I like doing lighting

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What reflectivity do your textures have?
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Did a fast compile with night lighting. I didn't want to make it to dark though. The lighting for the signs and lamps is unchanged.
If a lot of people like both. Ill just make another workshop submission for the night version.
[Blocked Image: http://i.imgur.com/8jtGr8p.jpg][Blocked Image: http://i.imgur.com/udbiZzF.jpg][Blocked Image: http://i.imgur.com/OML6Rgp.jpg][Blocked Image: http://i.imgur.com/DD73QnI.jpg][Blocked Image: http://i.imgur.com/zyLxsqk.jpg][Blocked Image: http://i.imgur.com/03E0dKk.jpg]
Quote from RaduWhat reflectivity do your textures have?
I don't know I just imported all the textures with the default settings.
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I think that looks a lot better. I understand where plubo is coming from though..maybe we need to playtest?

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Nighttime is a lot more atmospheric for sure, but it'll need some additional lighting here and there to improve readability. For example, some proper streetlights in the second picture.
As Vaya said, a playtest might be in order

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Quote from LATTEH
I don't know I just imported all the textures with the default settings.
Check the ground textures for their reflectivity. You might just need to increase it a bit - $reflectivity "[0.90 0.90 0.90]" or $reflectivity "[1.0 1.0 1.0]" It should help with darker areas without needing to add more lights.
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Quote from LATTEH
Did a fast compile with night lighting. I didn't want to make it to dark though. The lighting for the signs and lamps is unchanged.
If a lot of people like both. Ill just make another workshop submission for the night version.
Excellent work so far LATTEH, the visuals and realism factor are top notch :).
The theme you chose works best in a night setup in my opinion; I went back to previous pages in this thread to check the daylight version of the screenshots and as I suspected, the street/signs details tend to blend with daylight and bright ambient light, making the scene look a bit dull, color-wise.
To make it work for a night setup, you'll need more lights as Squad mentioned.
What I suggest is to divide your composition in "thirds" and work out the lighting from there. In the screenshot I quoted above, the composition can be broken into 3 parts: the ground level, the 1st floor and the 2nd floor. You'll need to boost the lighting on the first 1/3 of the composition by using strong spot lights (street lamps) and more lights emanating from storefronts and signs. This will improve readability and player silhouetting as well as enhance the various street details and signs.
The other 2/3 of the composition will be dimly lit (or not lit at all for the 2nd floor); this will create a nice contrast between lower levels (playable area) and upper ones (non playable), and will keep players' focus on ground level where all the bright lights are and prevent the eyes from wandering to upper floors and be distracted.
I believe it's worth a shot to try tweaking the night settings as I think it will enhance the chosen theme
In any case, the map looks really pleasing and polished; excellent work

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Any Updates?
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Quote from Quotingmc
Any Updates?
Lol sorry it took a week. I uploaded the latest version I had. (still needs some more work, just polishing and more optimization)
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