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de_projects (cs1.6)

  • Spiritual_Chaos
  • July 24, 2005 at 2:59 PM
  • Spiritual_Chaos
    • July 24, 2005 at 2:59 PM
    • #1

    deleted

  • zeOx
    • July 24, 2005 at 3:12 PM
    • #2

    http://www.imageshack.us/

  • Spiritual_Chaos
    • July 24, 2005 at 3:19 PM
    • #3
    Quote from Spiritual_Chaos

    Here is a map I'm working on and that is almost finished. Any ideas on how to approve it? This will (hopefully) be the first map I have ever finished, the r_speeds are a "bit" high in places but for now I'm just happy that lazy me can follow through a project... [Blocked Image: http://img231.imageshack.us/img231/5302/projects14au.jpg]

    [Blocked Image: http://img231.imageshack.us/img231/4759/projects23oq.jpg]

    [Blocked Image: http://img231.imageshack.us/img231/3350/projects33gn.jpg]

    [Blocked Image: http://img231.imageshack.us/img231/628/projects47qu.jpg]

    [Blocked Image: http://img231.imageshack.us/img231/3572/projects50uj.jpg]

    [Blocked Image: http://img231.imageshack.us/img231/5398/projects60nj.jpg]

    [Blocked Image: http://img231.imageshack.us/img231/6221/projects74og.jpg]

    [Blocked Image: http://img231.imageshack.us/img231/2612/projects83tl.jpg]

    Display More
  • jaardsi
    • July 24, 2005 at 4:18 PM
    • #4

    It seriously needs some proper lighting. Yours combined with those specific textures would make me manic depressed after just 5 minutes of playing. [Blocked Image: https://migrationtest.mapcore.org/public/style_emoticons/default/mapcore_smilies/emot_shakehead.gif]

    Brushwork looks nice and solid. A few models there and there wouldn't hurt, tho.

  • Spiritual_Chaos
    • July 24, 2005 at 4:44 PM
    • #5

    approve = improve

    Lightning ok, some people have commented on that. But its night so I dont really know what to do with the light_env? Maybe I could spice up the texture lightning... any idead on how?

  • Schmung
    • July 24, 2005 at 4:59 PM
    • #6

    More colour and a bit more brightness in places. It's rather dark and monotonous at present.

  • jaardsi
    • July 24, 2005 at 5:19 PM
    • #7
    Quote from Spiritual_Chaos

    approve = improve Lightning ok, some people have commented on that. But its night so I dont really know what to do with the light_env? Maybe I could spice up the texture lightning... any idead on how?

    Lit up some of those windows around your little city, it would brighten up the atmosphere a lot. Maybe add some of those little red light bulbs that everyone loves around the roofs, they fit very well next to vent exits and such. I know your r_speeds are a bit high but I think it would be worth it. Also indoors, your lights are hopelessly too dim.

  • Spiritual_Chaos
    • July 25, 2005 at 10:39 PM
    • #8

    Ok, I changed the sky and tweaked the light_env to more... morning - does it work now or should I lighten it up even more?

    I also made the lightvalue on the texture lights higher, did it work or should it be lighter too? Im trying to come up with small smart ways to put in some "exciting" lights - like the red ones jaardsi was talking about - but cant figure out what would be cool - any ideas?

    I also added the forklift model.´I tried to lighten up the windows using fucn_ill's with additive put on them in front of the windows but it looks like shit - any betetr ideas on how to lighten up some of the windows?

    But anyway - does the map look better now, am I on the right track?

    [Blocked Image: http://img318.imageshack.us/img318/3984/projects90vp.jpg]

    [Blocked Image: http://img231.imageshack.us/img231/8607/projects105qm.jpg]

  • Schmung
    • July 25, 2005 at 11:27 PM
    • #9

    Streetlights, lights form shop windows, lights for door to warehouses, lights on raodworks, lights on billboards and so forth and so on.

    Edit : And of course lit windows in buildings.

  • MJ
    • July 26, 2005 at 1:31 AM
    • #10

    daarrrkk..

  • Erratic
    • July 26, 2005 at 2:15 AM
    • #11

    EDIT: Should read forums first, then post. :roll:

  • mike-0
    • July 26, 2005 at 2:21 PM
    • #12

    [Blocked Image: http://img318.imageshack.us/img318/3984/projects90vp.jpg]

    I actually think that's too bright for that skybox. I always thought that skybox was for, like, the middle of the night.

  • Minos
    • July 26, 2005 at 11:22 PM
    • #13

    I like the first version of it. What it really lacks is light sources, light up some windows, add some light poles etc... Brushwork and texture usage is good.

  • Spiritual_Chaos
    • July 28, 2005 at 4:53 PM
    • #14

    Ok, maybe its not that much brighter yet, but right now I've been working on putting in some models. Have some of the windows lighten up, looks O.K? And btw, why hate dark maps? Give people a reason to use nighvision

    Changed my trees to models and I'm working on changing the grass to models to.

    [Blocked Image: http://img270.imageshack.us/img270/5176/projects119pk.jpg]

    Added lights here, looks ok? Also have some of the winows lighten up.

    [Blocked Image: http://img270.imageshack.us/img270/894/projects123uw.jpg]

  • mike-0
    • July 28, 2005 at 6:09 PM
    • #15

    Much better with the added light sources. good job.

  • ReNo
    • July 28, 2005 at 7:33 PM
    • #16

    Better, but in my opinion you are still relying on overly general light sources. Not every light in your map has to do a huge amount of work, but you only seem to be putting them in if they affect a large area. Get some smaller lights in there - streetlights, car headlights, wall fixed lights, floor uplighting, flares, dropped torches, etc... The overall brightness level isn't your big issue in my opinion, its the lack of contrast that kills the ambience here.

  • Spiritual_Chaos
    • August 15, 2005 at 9:50 PM
    • #17

    Thanks for the critiqe(sp?).

    Pericolos0 - I had my monitor a bit bright perheps so I put the brightness to 0 and the screenms turned black for me too - but CS players allwyas have the brightness through the roof anyways But now I am mapping with brightness set to 0 so perheps its a bit brighte for you now?

    ReNo - Ok, maybe the windows adds a bit of contrast? I have carheadlights at one place in the map now and also some signs that are lighten up.

    I think the map is pretty much finished now, want to move over to source instead, but I will add some more bright windows and lightpoles I think. So does it look better now or are there still things I should add/change? Last chance to criticize

    Bombspot A

    [Blocked Image: http://img316.imageshack.us/img316/2310/projects133au.jpg]

    A warehouse close to the T-spawn

    [Blocked Image: http://img42.imageshack.us/img42/640/projects149le.jpg]

    Entrance to warehouse

    [Blocked Image: http://img42.imageshack.us/img42/2251/projects161yo.jpg]

    Bombspot B

    [Blocked Image: http://img42.imageshack.us/img42/8953/projects172kx.jpg]

    Where T gets out from there spawnpoint

    [Blocked Image: http://img42.imageshack.us/img42/2898/projects184ky.jpg]

    T-spawn

    [Blocked Image: http://img42.imageshack.us/img42/7313/projects194sp.jpg]

  • von*ferret
    • August 15, 2005 at 10:15 PM
    • #18

    COLOR!!!!

  • kleinluka
    • August 15, 2005 at 11:51 PM
    • #19
    Quote from von*ferret

    COLOR!!!!

    what?

  • Crackerjack
    • August 16, 2005 at 12:07 AM
    • #20

    He is saying that the lighting is bland... needs more color.. everything feels brown and white-ish.. You need a hell of alot more contrast.. more red... and use another color other than white for the lights.. maybe a bayje

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