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zp_santeria sauce lolz

  • spacer
  • October 23, 2005 at 6:18 PM
  • spacer
    • October 23, 2005 at 6:18 PM
    • #1

    (old)

    [Blocked Image: http://another-world.org.uk/spacer/zp_santeria/02.jpg]

    (new)

    [Blocked Image: http://another-world.org.uk/spacer/zp_santeria/source/santeriasource.jpg]

    So ya I been busy remaking phillipk's submerged wad for the Zombie Panic Sauce version of zp_santeria, and this be how far I got. The only things I've changed texturewise so far is a new logo, adding some new signs and changing the floor, everything else has been a remade from scratch. For some reason it's quite a lot brighter ingame than it is in the screenshot.

    Crits plz .

  • Oski
    • October 23, 2005 at 6:23 PM
    • #2

    I like it. But honestly, i think the arcitecture in the old version fits the theme better than the saucy version does. I think its the rounded corner. Good luck with the map.

  • von*ferret
    • October 23, 2005 at 6:24 PM
    • #3

    I dig, but maybe illuminate the ceiling a little bit?

  • Minos
    • October 23, 2005 at 6:32 PM
    • #4

    Lighting in the second pic is boring

  • curman
    • October 23, 2005 at 6:48 PM
    • #5

    named after the Sublime song? ;o

  • JAL
    • October 23, 2005 at 6:52 PM
    • #6

    I don´t see the "Source" in it, more detail is what it needs. Or maybe more light?

  • General Vivi
    • October 23, 2005 at 6:59 PM
    • #7

    i can definitly see a good change. i like the rounded corner and the lights make it spooky

  • mikezilla
    • October 23, 2005 at 7:48 PM
    • #8

    so it's in source and none of those little bumpy details on the textures are... normal mapped?

    FOR SHAME

  • von*ferret
    • October 23, 2005 at 8:41 PM
    • #9

    its source???

  • Tequila
    • October 24, 2005 at 2:50 AM
    • #10
    Quote from von*ferret

    its source???

    Read what he said, dude.

    It's a good start, but as Mike said you need to flaunt Source's materials like a map-pimp would his shader-whores.

    And man either re-model or re-skin those lights. I can still see the HL2 yellow tinge to them.

    Avanti!

  • Bic-B@ll
    • October 24, 2005 at 4:25 AM
    • #11

    needs more physics

  • ⌐■_■
    • October 24, 2005 at 11:04 AM
    • #12
    Quote from Tequila

    Read what he said, dude.

    It's a good start, but as Mike said you need to flaunt Source's materials like a map-pimp would his shader-whores.

    And man either re-model or re-skin those lights. I can still see the HL2 yellow tinge to them.

    Avanti!

    He ment that in a sarcastic way I guess.

  • Supernorn
    • October 24, 2005 at 10:43 PM
    • #13
    Quote from mikezilla

    so it's in source and none of those little bumpy details on the textures are... normal mapped? FOR SHAME

    I can clearly see they are normal mapped. I'm not sure what the hell you're talking about.

  • Steppenwolf
    • October 25, 2005 at 12:40 AM
    • #14

    the lighting in the floor texture comes from the wrong direction. Maybe let this job do a normalmap instead of textururing it?

  • von*ferret
    • October 25, 2005 at 12:40 AM
    • #15
    Quote from Tequila

    Read what he said, dude.

    It's a good start, but as Mike said you need to flaunt Source's materials like a map-pimp would his shader-whores.

    And man either re-model or re-skin those lights. I can still see the HL2 yellow tinge to them.

    Avanti!

    where in his post does it say its source?

  • Tequila
    • October 25, 2005 at 12:40 AM
    • #16
    Quote from killertomato

    Read what he said, dude.

    It's a good start, but as Mike said you need to flaunt Source's materials like a map-pimp would his shader-whores.

    And man either re-model or re-skin those lights. I can still see the HL2 yellow tinge to them.

    Avanti!

    He ment that in a sarcastic way I guess.

    It's hard to tell with Ferret.

    (He's a bit of an alc, but keep it under your hat!)

  • von*ferret
    • October 25, 2005 at 12:42 AM
    • #17
    Quote from Tequila

    (He's a bit of an alc, but keep it under your hat!)

    Woah, us irishmen call its "social drinking." There is ntohing wrong with socialy drinking

  • Tequila
    • October 25, 2005 at 12:46 AM
    • #18
    Quote from von*ferret

    Woah, us irishmen call its "social drinking." There is ntohing wrong with socialy drinking

    And spilling your juice all over your wife beater, you mucky pup.

    Jesting of course, social drinking is ace.

  • spacer
    • October 31, 2005 at 9:55 AM
    • #19

    [Blocked Image: http://another-world.org.uk/spacer/zp_santeria/source/santtest0031.jpg]

    [Blocked Image: http://another-world.org.uk/spacer/zp_santeria/source/santtest0029.jpg]

    [Blocked Image: http://another-world.org.uk/spacer/zp_santeria/source/santtest0034.jpg]

    [Blocked Image: http://another-world.org.uk/spacer/zp_santeria/source/santtest0039.jpg]

    [Blocked Image: http://another-world.org.uk/spacer/zp_santeria/source/santtest0035.jpg]

    ZP did a media release, so I can show of shots again ;D.

    So ya I got specular maps working, I also got a couple of props in there. They're from Battlefield 2, but I'm gonna get some original ones modeled soonish I hope .

    Also: reskinning lights, I tried to, but when I duplicate and rename the materials/models/etc, they just refuse to work. Hopefully I'm getting some new lights modeled soon, so that won't be a problem.

  • curman
    • October 31, 2005 at 10:00 AM
    • #20

    i like your stuff, its good clean.. not very source-notable. but the only thing i hate is that its for zombie panic [Blocked Image: https://migrationtest.mapcore.org/public/style_emoticons/default/mapcore_smilies/emot_shakehead.gif]

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