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de_something [wip]

  • SonicDM
  • December 14, 2005 at 2:47 AM
  • SonicDM
    • December 15, 2005 at 3:09 AM
    • #21

    Thanks for all the crits and ideas so far im still not very good at all this. this is the closest to final anything i have done has gotten so /me crosses fingers

  • kleinluka
    • December 15, 2005 at 4:17 AM
    • #22

    the difference between Source and what people call "next gen" really isn't that big.....

    as for the map....your HDR is way overkill...if theres a way to control the brightness and contrast of that you should tone it down..

  • zaphod
    • December 15, 2005 at 5:49 AM
    • #23

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

    This bridge dosen't work. The texture dosen't work with the structure of the bridge. It dosen't seem like you could build something like that out of concrete.

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

    the wall of this building is too plain, everything is too horizontal. There needs to be some pipes or architecture thats vertical to break it up. Put some concrete around the door, and dress it up with a railing or something - the light above is a good start. Maybe some signage. Doors don't ever usually open up right to grass / dirt.

    The arched opening for the truck does not work, it's in stark contrast to the way the wall texture flows. create some accent geometry that follow the arch to cover the sheer dropoff, or make it a square opening with a rolly door or something.

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

    same thing on this arch, horizontal textures just don't drop off to form the top of an arch.

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

    the gray in this section is overwhelming. The duplicate texture and geometry on either side off the walkway is too much here. Also the texture you use for the trim on the side of the walk does not seam up the the edges of the geometry. As someone mentioned, the line from the tops of the buildings to the sky could use some spicing up.

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

    this shot is great, there is enough going on to seem interesting to the eye. The wall on the left needs some vertical details.

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

    put in a walkway or paint in a blend texture to signify a walkway here

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

    the lighting here is sex. add some props on the floor.

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

    sexy wall. make all your walls this interesting.

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

    props are lookin good, add something on the cieling for those light wires to hook into, another metal bar or some decals maybe.

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

    *fap*

    this is your best shot in terms of the line between structure and sky being interesting. Lots of interesting angles. Add some concrete around the door and a walkway / path blend to the grass

  • SonicDM
    • December 15, 2005 at 8:19 PM
    • #24

    wow. looks like i have to get workin. thats a whole lot of useful commentary~

  • Schmung
    • December 15, 2005 at 9:19 PM
    • #25

    With the last but one image there I think some metal grating slightly recesssed into the floor might look cool. Possibly some sort of hatch in the ceiling as well. Make it look like a cargo elevator or something. LAyout permitting of course.

  • SonicDM
    • December 15, 2005 at 11:16 PM
    • #26

    sorry for the small picture size but im on a lower res monitor right now :/

    Here is an Overview:

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b90004.jpg]

    Paths And Such:

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b90000.jpg]

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b90001.jpg]

    Bridge Retexture:

    im not really satisfied with it yet but i think wood is the only alternative.

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b90003.jpg]

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b90002.jpg]

  • von*ferret
    • December 15, 2005 at 11:21 PM
    • #27

    make your walls cleaner. Lik ei see 1.5 repeating of the textures. Make it so the textures fit the walls verticaly. Than add smaller buildings on a 2nd level for vertical depth. Also it looks more convincing as a tmeple than an industrial park. So I'd push towards a temple.

  • zaphod
    • December 15, 2005 at 11:43 PM
    • #28

    already looking better sonic.

    I would suggest using a blend texture to smooth the transisiton from walkway to grass, it's a bit harsh. Also, the bridge is looking much improved.

  • SonicDM
    • December 16, 2005 at 8:04 PM
    • #29

    more updates. ya i'm a compile whore :/

    No more curved doors and big pointless wall:

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b100001.jpg]

    Bridge and more new fence thing:

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b100002.jpg]

    More Wall Detail and horizon breakup:

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b100003.jpg]

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b100004.jpg]

  • ReNo
    • December 16, 2005 at 8:14 PM
    • #30

    You should maybe get some big ass thing into the skybox that you can see from anywhere, thereby providing a useful landmark that an help tie everything together. Be it a hill, tall building, or industrial smokestack, I think it would help out.

  • SonicDM
    • December 17, 2005 at 3:32 AM
    • #31

    I'll be thinking of something for that. gonna be hard since the map is sortof on a slant. as in the ct spawn in the highest point and the t spawn in the lowest.

    here is a link to the newest one : http://%7boption%7d

  • SonicDM
    • December 17, 2005 at 6:44 PM
    • #32

    Well. It's time for more screens.

    Improved Passageways:

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b100005.jpg]

    Before:

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

    After:

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b100006.jpg]

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b100007.jpg]

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b100008.jpg]

  • zaphod
    • December 18, 2005 at 9:32 PM
    • #33

    looking much better sonic

  • Bic-B@ll
    • December 18, 2005 at 10:06 PM
    • #34

    i like the bridge railing a lot, however, for the love of god get anew grass texture, i hate that hl2 one a whole lot

    you should probably try to get some more color in there, i dont know of youre going for dreerie or something but everything is sort of washed out and just lacking. add some scratchy billboards or something, it just really needs some color

  • SonicDM
    • December 19, 2005 at 12:15 AM
    • #35

    i am sorta leaning towards a dry and cold winter day in some industrial complex.

  • RA7
    • December 19, 2005 at 10:11 AM
    • #36

    True....

  • SonicDM
    • December 21, 2005 at 7:42 PM
    • #37

    More Updates Time

    Here is a new overview to snack on:

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b110008.jpg]

    And some T-Spawn Changes:

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b110002.jpg]

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b110007.jpg]

    Some Big Skyboxey goodness ( or badness):

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b110004.jpg]

    [Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b110005.jpg]

  • ⌐■_■
    • December 21, 2005 at 9:18 PM
    • #38

    Things don't really seem to fit the theme IMO. Everything look just so out of place somehow. Plus it's all just some boring buildings really. No atmosphere.

    My suggestion would be to give the map a theme and to build around that. Try to think about scenes from movies while mapping or something.

    Sorry to be so blunt

  • hamst3r
    • December 21, 2005 at 9:21 PM
    • #39

    might want to create a blending texture between that concrete and the grass sticking out of it, it will make it look alot more natural.

  • Dr.DK
    • December 21, 2005 at 10:23 PM
    • #40

    I'd expect a "bow-bridge" in a park, not in an industrial area. I wouldn't picnic over there.

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