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de_something [wip]

  • SonicDM
  • December 14, 2005 at 2:47 AM
  • SonicDM
    • December 14, 2005 at 2:47 AM
    • #1

    This is a map i have been working on for a few weeks. I have the layout pretty much solid and need to flesh out the details now. here are some pics of the main areas. I have heard suggestions like i need to break up the skyline. Maybe some ideas on what to do there.

    even more pictures in http://%7boption%7d

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b60002.jpg]

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b60001.jpg]

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b50007.jpg]

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b60003.jpg]

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b60004.jpg]

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b60005.jpg]

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b60007.jpg]

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b60008.jpg]

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b60010.jpg]

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b60011.jpg]

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b60012.jpg]

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b60013.jpg]

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b60014.jpg]

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b60015.jpg]

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b60017.jpg]

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b60021.jpg]

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b60022.jpg]

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b60023.jpg]

  • Meotwister
    • December 14, 2005 at 3:29 AM
    • #2

    well for one that's an obscene number of screenshots.

    Looking good so far, keep working on the brushwork which looks like you're biggest thing to do now.

  • SonicDM
    • December 14, 2005 at 3:34 AM
    • #3

    the huge amount of screenshots is because theres just so many areas that need work.

  • von*ferret
    • December 14, 2005 at 3:57 AM
    • #4

    you know my critiques however the curved archway doors dont make sense.

  • ReNo
    • December 14, 2005 at 4:00 AM
    • #5

    I feel like looking at those screenshots has taken me through 3 different maps or so. It needs more consistency in other words, but thats perhaps mostly down to the lack of detail to define the setting in most of the shots.

  • insta
    • December 14, 2005 at 4:12 AM
    • #6

    The outside areas remind me of Doom/Duke3d, the way all the walls have the same height.

    Also, I'm a bit confused as to what the setting of the map is. Forklifts, a very fancy bridge, a river, several very different types of corridors etc. There's no continuity, and even though you use a large variety of textures, none of the areas seem unique or stick out, it's more or less plain corridors with different textures (but, you said you hadn't started detailing yet)

    Oh yeah, and in this scene :

    http://www.sonicdm.cs-irc.com/mapping/d ... b60015.jpg

    Try to make some doors that fit with the "theme", which in this case would be...industrial, I guess. Square boring garagedoors will seem more in place there.

  • General Vivi
    • December 14, 2005 at 6:48 AM
    • #7

    your lighting looks nice . just work on your detail a bit.

  • SonicDM
    • December 14, 2005 at 8:30 AM
    • #8

    Ok i have started making the tunnel thing and what not into a finished product. I went with it being a storage room instead of whatever random stonebrick tunnel it was before.

    a little too prop heavy inside but im thinking of alternatives.

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b80000.jpg]\

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b80001.jpg]

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b80002.jpg]

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b80003.jpg]

  • Schmung
    • December 14, 2005 at 9:16 AM
    • #9

    Yeah, it all seems a bit higgeldly piggedly and disjointed. Maybe adding detail will help that, but the constant height of the walls is certianly distracting. Also seems like you've got a lot of narrow corridors going on there and it feels rather HL1ish in that respect.

  • von*ferret
    • December 14, 2005 at 9:23 AM
    • #10

    Ok my suggestion. Completely rip the map apart aetheticaly. Remove all brushwork detail from the building walls. Apply the SAME generic texture for the whole building complex. Work from there. Do a two level building. For instance bottom level use brick, 2nd level use metal sheeting. Than start building up your aethetics from there. At the moment you're on the right track to getting a cohesive theme, but applying everything with the same textur and working fom there might help you make it look more natural. Keep going mate.

  • SonicDM
    • December 14, 2005 at 10:56 AM
    • #11

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b80004.jpg]

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b80007.jpg]

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b80006.jpg]

  • RD
    • December 14, 2005 at 11:26 AM
    • #12

    #1 post layout shot , i have a feeling the map is way too big

    #2 post less screenz

    #3 less halways, more map

  • Crackerjack
    • December 14, 2005 at 11:49 AM
    • #13

    As Reno said, I feel like i just looked at 3 or 4 different maps... you need to keep you themes consistent. You have a fancy bridge, to an industrial complex to what looks like aztec bricks. It appears as if you started this map with no idea of what you were going to do with it.

  • ⌐■_■
    • December 14, 2005 at 12:26 PM
    • #14

    Yes, I'd go with the feedback from Reno too. :arrow:

  • RA7
    • December 14, 2005 at 9:49 PM
    • #15

    U need different heights of buildings, it looks "flat" now.

  • SonicDM
    • December 14, 2005 at 11:34 PM
    • #16

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b80008.jpg]

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b80009.jpg]

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b80013.jpg]

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b80012.jpg]

  • Schmung
    • December 14, 2005 at 11:58 PM
    • #17

    It just seems so bland and small for HL2. Evereything so far has been expansive or if it's small, very detailed. This looks like HL1 with better textures and HDR. Aside from hte fancy shaders and high res, theres nothing there that tells me it's next gen. Where's the detail? Why is everything so obviously tight and enclosed?

  • von*ferret
    • December 15, 2005 at 1:11 AM
    • #18

    hl2 is not next gen lol

    anyways i really suggest you try what i told you about removing all the textures.

  • ReNo
    • December 15, 2005 at 2:38 AM
    • #19

    Bah, most people seem to use "next-gen" when they mean "current-gen", you knew what he meant

    New shots are showing a lot of improvement if you ask me, with far more interesting building architecture. Keep it up

  • Tequila
    • December 15, 2005 at 2:49 AM
    • #20

    'Next-gen' is like 'tomorrow' - always on the horizon, never attainable.

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