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dm_grale (updated on 15-08-09)

  • rockdude86
  • August 21, 2005 at 2:41 PM
  • rockdude86
    • January 16, 2009 at 6:01 PM
    • #201

    it was... i've got a pretty busy live nowadays with working and such however i've been quietly learning some new stuff over the last year especially texturing and some modeling stuff.

    back then i didnt feel like i was going anywhere with the map since i didnt have any modeling skills. so i kinda got over that now and you can expect some more updates soon.

    im probably not going to change really much to the map exept for the lighting and adding props to it

  • JeanPaul
    • January 16, 2009 at 7:13 PM
    • #202

    Its still too dark man :/

    Add some contrast in there and this could be really sick

  • KoKo5oVaR
    • January 16, 2009 at 7:44 PM
    • #203

    Wow i remember your map after all that time , looks nice, i still love the textures and your brushwork.

    But It's really too dark indeed and also, the skybox looks really bland; it's really to bad because on some pics it's on almost half of the screen. Maybe you could had some trees sprites or blend some other textures ? Because your map is really "2 textures oriented"

  • Jenn0_Bing
    • January 17, 2009 at 12:33 AM
    • #204

    Yeah, brighten up your ambient a bit, maybe increase the blue saturation to retain the dark/cold contrast with the warm torches.

    Looks really nice though, i love the style. Very retro in appearance .

  • Freak
    • January 17, 2009 at 10:49 AM
    • #205

    looks pretty good, I like it

  • Skacky
    • January 17, 2009 at 12:26 PM
    • #206

    Hahaha, I've been watching this map for something like 2 years now, hoping it would be released.

    Great job, but yeah it's a bit too dark for the moment, and the lighting on the rocks is kinda strange and creates an odd contrast with the lighting of the castle. Maybe it's juste the rock texture that does this effect, I don't know.

    Keep it up!

  • rockdude86
    • January 17, 2009 at 1:43 PM
    • #207

    eheh yeah you could say im struggling with that light_env i cant really get it to be the way i want to.

    when i made the huge rocks into a 3dskybox the rocks got lit up more somehow so they didnt fit the map anymore.

    so its really anoying when you want your 3d skybox to be darker and the map itself to be brighter.

    im currently trying out some different settings for the light_env ive made the angle a bit steeper so that theres more direct light and turnt the ambient up a little.

    dont know about the contrast though i dont want it to be too blue.

    maybe this is a bit better? its not yet much lighter but color wise maybe its better?

    [Blocked Image: http://img187.imageshack.us/img187/1508/dmxgralexxxlow190009nr8.jpg]

    [Blocked Image: http://img518.imageshack.us/img518/8995/dmxgralexxxlow190008zj4.jpg]

  • dux
    • January 17, 2009 at 1:46 PM
    • #208

    I think the main issue is the colour of the environment isn't the same as the skybox itself now. It's white/grey/tinted, while everything is too blue.

  • KoKo5oVaR
    • January 17, 2009 at 2:11 PM
    • #209

    Just an idea i throw out : you could actually try to make the rocks around the map darker than the map itself. It will separate the two, catch the eye on the brick buildings which are the most important part and give a better sense of depth

  • Jenn0_Bing
    • January 17, 2009 at 2:36 PM
    • #210

    Yeah, if you make the actual texture on the 3dSkybox darker it will have the same effect as darkening the lighting in the skybox.

  • MJ
    • January 18, 2009 at 8:05 AM
    • #211

    i like it..

  • Hipshot
    • January 19, 2009 at 8:22 AM
    • #212

    @ rockdude86, use another skybox, the current one is dated, bland and sub par.

  • JeanPaul
    • January 20, 2009 at 3:02 AM
    • #213
    Quote from Hipshot

    @ rockdude86, use another skybox, the current one is dated, bland and sub par.

  • rockdude86
    • January 26, 2009 at 5:50 PM
    • #214
    Quote from Hipshot

    @ rockdude86, use another skybox, the current one is dated, bland and sub par.

    ghehe happen to have a nice one laying around?

    heres another update

    [Blocked Image: http://img99.imageshack.us/img99/746/dmxgralexxxlow230057mf7.jpg]

    [Blocked Image: http://img149.imageshack.us/img149/7762/dmxgralexxxlow230074em5.jpg]

    yes its stil very dark... however i did brighten up the light_env AND the torches. could use some crits on this. for myself i think its a lot better already

    EDIT

    here is a whole pack of new screenshots http://%7boption%7d

  • e-freak
    • January 26, 2009 at 6:09 PM
    • #215

    Frames for the Windows (and the doors if they don't have any)

    looks good. Add something like a central Fire which can be seen from anywhere in the map to help navigate around

  • Hipshot
    • February 7, 2009 at 4:26 PM
    • #216
    Quote from rockdude86

    ghehe happen to have a nice one laying around?yes its stil very dark... however i did brighten up the light_env AND the torches. could use some crits on this. for myself i think its a lot better already

    Nah, sorry, I was set to do a version of the one you are using that looks good - never came around to it. What I don't like about it, is the clouds, they were done in a haste, no good.

    Looking at this image - http://img155.imageshack.us/img155/8782 ... 002lv0.jpg - I wonder if it would look cool to add some kind of stronger moon light to the level, realistic or not, doesn't really matter, a bit yellowish, like the moon in the sky. That might help to remove the ambient feel of the light right now.

  • rockdude86
    • February 8, 2009 at 10:01 AM
    • #217

    aah thats too bad. anyway i dont think this one is really bad or anything so for the time being i wil stick with this one.

    i have also been thinking about adding a bit of yellowish light for the moon but i dont really know how to add it to the map without loosing the grey/blueish tones that for a big part i do like.

    here are some new pics:

    [Blocked Image: http://i679.photobucket.com/albums/vv159/rockdude86/dmx_gralexxx_low260006.jpg]

    [Blocked Image: http://i679.photobucket.com/albums/vv159/rockdude86/dmx_gralexxx_low260009.jpg]

    [Blocked Image: http://i679.photobucket.com/albums/vv159/rockdude86/dmx_gralexxx_low260010.jpg]

    [Blocked Image: http://i679.photobucket.com/albums/vv159/rockdude86/dmx_gralexxx_low260013.jpg]

    [Blocked Image: http://i679.photobucket.com/albums/vv159/rockdude86/dmx_gralexxx_low260014.jpg]

    [Blocked Image: http://i679.photobucket.com/albums/vv159/rockdude86/dmx_gralexxx_low260005.jpg]

    i have started to add more destruction to the map and changed the back part of the map a lot

    also i dumped the outer caves and replaced them with smaller corridors but you cant really see them on these shots.

    im kinda just randomly detailing parts of the map now wherever i find something that doesnt look right or just boring

  • -HP-
    • February 8, 2009 at 2:30 PM
    • #218

    Man this is really awesome!

    Something on it makes me remember one of the levels on Return To Castle Wolfenstein!

  • Skacky
    • February 8, 2009 at 4:49 PM
    • #219

    Absolutely oustanding.

    It gets better and better, I'm really waiting for it.

  • Freak
    • February 8, 2009 at 8:54 PM
    • #220

    Only awesome... everything

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