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de_battleship

  • Bluestrike
  • July 6, 2005 at 7:14 PM
  • Bluestrike
    • July 6, 2005 at 7:14 PM
    • #1

    WIP since this is the WIP forum after all.

    Layout is kept simple so players don't get confused, what is usually a issue on ship location based maps.

    So the indoor part are onlt some nessesary stairs to get players on different decks.

    It uses alot of edited (recolored) HL2 textures and thats probebly the best I could do with my 2d skillz

    [Blocked Image: http://www.bluestrike.be/alpha/de_battleship350000.jpg]

    [Blocked Image: http://www.bluestrike.be/alpha/de_battleship350003.jpg]

    [Blocked Image: http://www.bluestrike.be/maps/de_battleship_1.jpg]

    [Blocked Image: http://www.bluestrike.be/maps/de_battleship_2.jpg]

    [Blocked Image: http://www.bluestrike.be/maps/de_battleship_3.jpg]

    It could use some harpoon laucher and modern AA gun models but I can't do that, maybe I'll get something decent done in hammer

  • Zacker
    • July 6, 2005 at 7:58 PM
    • #2

    Looks good and like a typical Bluestrike WIP map:) The style is there and so is all the basic brushwork - it is very clean.

    The deck of the ship looks a little repetitive with this same blue texture all over. I think you should use another variant for the weapons.

  • von*ferret
    • July 6, 2005 at 8:00 PM
    • #3

    If you add trim to all the ledges it'll really start to pop out more in my opinion. Nice job so far.

  • skdr
    • July 6, 2005 at 8:29 PM
    • #4

    IMO you should make it with night/evening lighting. With that you can play with some lights like lightspots and glows. Could add some nice stuff to the scene and you might not see the repetitive textures...

    Looks good so far tho...

  • Phatsniper
    • July 6, 2005 at 9:27 PM
    • #5

    Looking cool man. I loved the battleship map for CoD despite the awful layout, it'll be interesting to see what you do with this.

  • Bluestrike
    • July 6, 2005 at 11:28 PM
    • #6

    hmm trims, something like this?

    http://www.bluestrike.be/alpha/de_battleship360000.jpg

    Haven't desided yet if I make it evening/dark, spotlights etc are slowly getting as overused as crates and (almost) all maps look better in the dark :)

  • curman
    • July 7, 2005 at 12:02 AM
    • #7

    It's good, great job.

    I don't mean offense, or anything, but I can't help but to think it seems like just a copy of that giant Titanic map, just another boat, eh.

  • the Carpenter
    • July 7, 2005 at 6:19 AM
    • #8

    Four things:

    -The guns should actually fire when "used".

    -It SHOULD be night.

    Never mind spot lights though.

    Use regular lights in several cabin windows & on the deck.

    -The deck texture needs to be customised, badly.

    Take inspiration from the look of modern warships.

    -You've GOT to be able to get in the top part of the ship with REAL windows to look through.

    Already looks 1 1/2 thumbs up though.

  • RD
    • July 7, 2005 at 9:27 AM
    • #9

    Make the canons constantly firing, blowing ppl into the ocean if they stand in front of em =)

    Like de_omg (see video on my site)

  • RA7
    • July 7, 2005 at 5:20 PM
    • #10

    The sides of the ship need more rust or a dirtier look.

    Rest looks very nice.

  • Minos
    • July 7, 2005 at 7:59 PM
    • #11

    Looks like a cool map. It needs railings on the prow, better lighting and a subtle fog maybe ? It could hide the map edges at least.

  • csharp
    • July 7, 2005 at 10:01 PM
    • #12

    hmm, can you try it with night lightning? plz~

  • Vinny Testaverde
    • July 9, 2005 at 2:26 AM
    • #13

    yea if you have it with night you wont have that problem of the ocean like looking all reapeating and such

    I dunno, see if you can cut down on the wood too?

    plus if its at night you can add lights on it and stuff, which would add more detail to it, which is something it lacks

  • Bluestrike
    • July 9, 2005 at 11:58 AM
    • #14

    Working on a night/evening version with fog

  • the Carpenter
    • July 9, 2005 at 9:52 PM
    • #15

    Nice !

    Atta boy !

    A big YES to railings too.

  • Hourences
    • July 10, 2005 at 12:34 PM
    • #16

    Dunno how far you are and stuff but :

    Ocean looks more like the local pool than an ocean, cant you add waves and "schuim" ? A second layer on top of the water with wave movement and textures might help already

    And zeemeeuwe flying over

    The stuff is wet, make materials with spec shaders that feel more wet, could also add waterpuddles and other crap at some spots. Its just a flat texture at the moment.

    The ship feels empty like said and feels very static, let it live. Particles on the front for the splashing water + a 3rd layer on the water with a V shape like what you get when a ship slides trough the water

    Same on the back, particles and those lines in the water.

    Could also have some aircraft flying over every now and then. Living world, you need moving shit all over the place, not a static thing.

  • RD
    • July 10, 2005 at 1:22 PM
    • #17

    Schuim=foam

    Zeemeeuwen= seagulls

  • Bluestrike
    • July 10, 2005 at 5:41 PM
    • #18

    Waves can't be done in source, wel not that I know off.

    The foam would only be visible in spectator mode and I'm not good enough to make something like that :/

    hmm seagulls nice idea but since the I'm working on a night & fog setting they don't fit. hl2 has a seagull I believe :)

  • insta
    • July 10, 2005 at 6:09 PM
    • #19
    Quote from Bluestrike

    Waves can't be done in source, wel not that I know off.The foam would only be visible in spectator mode and I'm not good enough to make something like that :/

    hmm seagulls nice idea but since the I'm working on a night & fog setting they don't fit. hl2 has a seagull I believe :)

    One way to do a wave-effect would be to model and animate it, then texture it with the water shader you're currently using. I think that would look really neat.

  • Hourences
    • July 10, 2005 at 6:24 PM
    • #20

    I could think of various work arounds. You could go for flat waves, just a sheet on top of the water with an animated texture of waves and foam sliding by all the time

    Or you could make a moving ^ shaped brush that loops itself and comes sliding by all the time

    The brush/mesh would fade out on both sides so you dont sees the edge where the end of the brush meets the water surface

    Anything goes

    You could also have a big battle raging in the distance. So you can see the outline silhoutes of ships in the distance, black smoke above them and light flashes and distant rumbling all the time. This ship would be on its way to that battlefield then

    That way you create a specific atmosphere and emotion of fear of the things that are to come. From the bright happy sun shine on 1 side to the dark hell of war.

    Dont make a place with a thing in. Make a situation with specific emotions and atmospheric crap, not a dead thing if possible within time constraints and stuff.

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