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de_metro

  • pengwinzz
  • August 19, 2005 at 4:38 PM
  • pengwinzz
    • August 19, 2005 at 4:38 PM
    • #1

    here’s some wip shots

    the streets are looking a little bare at the moment because some of the vehicles aren’t showing up (gotta fix that as well as some other stuff)

    [Blocked Image: http://homepage.ntlworld.com/pengwinzz/de_metro%20pic01.jpg]

    [Blocked Image: http://homepage.ntlworld.com/pengwinzz/de_metro%20pic02.jpg]

    [Blocked Image: http://homepage.ntlworld.com/pengwinzz/de_metro%20pic03.jpg]

    [Blocked Image: http://homepage.ntlworld.com/pengwinzz/de_metro%20pic04.jpg]

    [Blocked Image: http://homepage.ntlworld.com/pengwinzz/de_metro%20pic05.jpg]

  • mike-0
    • August 19, 2005 at 4:44 PM
    • #2

    the textures are really cartoony and the lighting is weird. but it's not bad.

  • KoKo5oVaR
    • August 19, 2005 at 4:50 PM
    • #3

    Looking good, surely a bit empty, the map need cars and a lot of decals ! to make dirty some areas and add some diversity. Also, when you will make the skybox, put some huge buildings.

    edit: ha well another thing, concerning the lightning, the streetlights are too yellow add in some red tons

  • Spiritual_Chaos
    • August 19, 2005 at 4:54 PM
    • #4

    The lightpoles lightning is a bit to yellow. I really like the second picture.

  • Fullauto
    • August 19, 2005 at 5:41 PM
    • #5

    Reminds me of Hitman.

    Too clean atm

  • Bic-B@ll
    • August 19, 2005 at 6:10 PM
    • #6

    you should mess with the street level much more, right now its just a bunch of different textures buildings along the street, move some closer, some further, add some trees with those steel grates around them, make alcoves for building entrances etc its way too flat with no cover, dont have props be all of your cover

  • Mazy
    • August 19, 2005 at 6:14 PM
    • #7

    wtf is up with the yellow lighting?

    I find it really strange since everything else looks pretty nice, but the yellow street lamps really stand out. Also I dont really like the sidewalk texture, looks too fancy imo, and in general it feels a tad too open n empty, but its a good start.

  • Minos
    • August 19, 2005 at 6:53 PM
    • #8

    Add some wires here and there. Add random stuff. Looks like a cool start tho (really like the building on the 2nd shot)

  • D3ads
    • August 19, 2005 at 9:18 PM
    • #9

    Looks far too clean to be a city and the yellow lighting needs to go.. like now! The textures also look a little too low res for source (I'm guessing it's source due to the bumped floor in pic 2..).

    Good start though, keep at it

  • MJ
    • August 20, 2005 at 6:29 AM
    • #10

    need to make it busier

  • RA7
    • August 20, 2005 at 10:51 AM
    • #11

    Nice, but too clean.

  • Hourences
    • August 20, 2005 at 11:00 AM
    • #12

    A little too yellow and the buildings are too low poly and flat, more 3d detail, certainly at the ground level you cant have 2d windows anymore

    And all windows are dark, I could imagine some people who live there are home, some lights shining behind windows might help. Make it dynamic and a living place. Its static atm

  • RD
    • August 20, 2005 at 11:33 AM
    • #13

    put some skyscrapers in it. All buildings are roughly same height now.

  • pengwinzz
    • August 20, 2005 at 1:41 PM
    • #14

    thanks for the feedback

    more yellow light I here you say?

    I had tried more whiter looking streetlights in a test map which did look more aesthetically pleasing but I went with the yellow/orange ones in pursuit of realism, like the pics below

    [Blocked Image: http://homepage.ntlworld.com/pengwinzz/pic1.jpg]

    [Blocked Image: http://homepage.ntlworld.com/pengwinzz/pic2.jpg]

    [Blocked Image: http://homepage.ntlworld.com/pengwinzz/pic3.jpg]

    but the people have spoken and the much loved yellow lights will go

    dirt and 3dskybox are already on the to do list

    as for more detail in the buildings, I wanted to do that but at the moment (even though there are buildings in the way) you can see straight through the map, I played about with area portals yesterday, but that didn’t turn out quite as I had hoped, with the props it’s not so bad as I could always use start/fade Distance or func_occluder but the geometry is a pain at the mo

    the sidewalk texture I wasn’t sure about either, the standard one that comes with hl2 doesn’t look right, the photo I took of the sidewalk texture was about 2 meters off the ground (couldn’t get any higher) and it needed the perspective fixing on it, probably would have been better to take photos of each pavement flag individually

  • ginsengavenger
    • August 20, 2005 at 8:23 PM
    • #15

    hey dude, I know the corner in the first picture. I spent three years in East Lansing. The second pic is familiar but I can't place it directly. ^^

    You have to realize that cameras have a hard time white balancing in lighting conditions like that, and it seems to come out exaggerated in photos. Color temperature is very subjective - even if the "reality" were exactly like that, when you're walking around under street lamp lighting you really don't perceive the colors so harshly. Your eyes or your brain try to do a sort of white balancing so that you can distinguish colors and make out details.

    By imposing that lighting on an immersive environment you're confusing people's brains. Lighting like that does make for neat pictures but it simply doesn't work in a game environment. In a realistic environment I think a lot of the lighting in a map should be pretty close to white, to keep people comfortable with their perception of it. Actually I look again and a lot of the lighting in your map is pretty white, which makes the yellow light cones stand out even more starkly.

    I'm tired, I hope this makes sense.

  • Eliot
    • August 20, 2005 at 8:40 PM
    • #16

    looks really good i like the smooth style

  • pengwinzz
    • August 21, 2005 at 11:09 PM
    • #17
    Quote from ginsengavenger

    hey dude, I know the corner in the first picture. I spent three years in East Lansing. The second pic is familiar but I can't place it directly. ^^

    I didn’t take those pics myself, they are just some reference pics I have on my hd, I’m pretty sure the first pic is somewhere in north america, but I know that the second and the third are definitely in england

    here’s some new pics

    lighting better?

    [Blocked Image: http://homepage.ntlworld.com/pengwinzz/de_metro%20pic06.jpg]

    [Blocked Image: http://homepage.ntlworld.com/pengwinzz/de_metro%20pic07.jpg]

    blockade

    [Blocked Image: http://homepage.ntlworld.com/pengwinzz/de_metro%20pic08.jpg]

    Some pics of the other vehicles - while the cars look fine in max, in game some of them (especially the smaller ones) seem a little strange in game, probably due to the fov settings but it should be easier to see if the scales are right once there are other player models running round next to them

    the materials on the cars aren’t finalised yet, but it’s quite difficult to get the body of the cars to look car paint like, as they are so dependent upon the cubemaps, oh and the wheel alloys still look crap

    here is one prior to buildcubemaps

    [Blocked Image: http://homepage.ntlworld.com/pengwinzz/de_metro%20pic09.jpg]

  • pengwinzz
    • August 21, 2005 at 11:14 PM
    • #18

    and here after buildcubemaps not looking too bad

    [Blocked Image: http://homepage.ntlworld.com/pengwinzz/de_metro%20pic10.jpg]

    [Blocked Image: http://homepage.ntlworld.com/pengwinzz/de_metro%20pic11.jpg]

    but this one still looks crap even after the cube maps are built

    [Blocked Image: http://homepage.ntlworld.com/pengwinzz/de_metro%20pic12.jpg]

  • Fullauto
    • August 22, 2005 at 3:47 AM
    • #19

    Mmmm, digging the cars.

    Slight design concern - the level looks huge with wide open spaces; fine if it's just for art's sake, but the lack of cover worries me.

  • JynxDaddy
    • August 22, 2005 at 6:16 AM
    • #20

    Love the black car

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