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CS Source: de_tropea

  • OrnateBaboon
  • March 6, 2006 at 4:39 PM
  • requiem2d
    • August 10, 2006 at 6:16 PM
    • #81

    Great job on recreating the cs_italy ambience... Can't wait to play...

  • OrnateBaboon
    • August 10, 2006 at 7:19 PM
    • #82

    Thanks for the feedback, Some very useful criticism gained as well.

    requiem2d - I also have a wine cellar, which will run beneath a pub. Lacking detail at the moment though.

    [Blocked Image: http://www.skybex.com/de_tropea64.jpg]

  • requiem2d
    • August 10, 2006 at 8:48 PM
    • #83

    That's great, now I really can't wait

  • OrnateBaboon
    • September 18, 2006 at 12:33 PM
    • #84

    Please excuse the flimsy mountains in the distance! These will be properly worked on when I move on to the 3d skybox. Crates are placeholder at teh moment as well. Will tinker with the lighting soon. Criticism appreciated.

    [Blocked Image: http://www.skybex.com/de_tropea65.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea66.jpg]

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    [Blocked Image: http://www.skybex.com/de_tropea80.jpg]

  • Zacker
    • September 18, 2006 at 1:03 PM
    • #85

    Looks good, you should dim the light in the cellar or increase the falloff range though, there are currently a total lack of shadows which is not what I usually connect with a cellar.

  • FrieChamp
    • September 18, 2006 at 1:10 PM
    • #86

    That is looking very very good! I agree with Zacker on the lighting in the cellar, looks very bland atm

  • OrnateBaboon
    • September 18, 2006 at 1:35 PM
    • #87

    Now that you guys mention it, it does look very flat. Will get some more variety in there. Thanks for the criticism.

  • e-freak
    • September 18, 2006 at 3:25 PM
    • #88

    AWESOME. but is there any chance you will do a dod:s compile (with other models of course)?

  • Schmung
    • September 18, 2006 at 3:42 PM
    • #89

    Agreed on most things. Looks great, I'd love to see it in DOD and that cellar is a bit too bright and clean.

  • Warby
    • September 18, 2006 at 4:51 PM
    • #90

    yeah this is really pretty =) would be even prettyier if it was all custom content !!!! :wink:

    winecellar should be darker / more contrasty

  • twiz
    • September 18, 2006 at 5:22 PM
    • #91

    Looking very good. Heres a few crits for you:

    [Blocked Image: http://img241.imageshack.us/img241/2236/crit1gz5.jpg]

    Green arrow : Chimneys need some trim around them. They don't look like they are going through the red tiles on the roof, just looks like its sitting on there. Looks hl1... Also try displacement mapping the roofs a little bit, look at hessi's de_corse.

    Blue circle : I'd make these lights a touch yellowish, they look kinda odd as bright white.

    Purple arrow : Just curious about this, looks interesting.. Can we get a close up?

    [Blocked Image: http://img241.imageshack.us/img241/3513/crit2gc0.jpg]

    Yellow arrow : Ivy just ends abruptly. It doesn't look natural, usually it'll get shorter and shorter as you get to the end. I'd also lay some ivy on the roof above the hanging part, it doesn't just grow out of the edge of the roof, its gotta come from somewhere

    Green arrow : Probably just an odd angle, this looks like a raised walkway to the door? But it looks like it needs some trim on the edges, a little raised concrete portion or something. Just to break it up. Then again it probably looks fine in game, just a bad angle on the screenshot.

    Blue arrow : Can't tell what this is, too HDR'd.. It looks like a clump of ivy in the middle of nowhere. Hanging plant?

    [Blocked Image: http://img241.imageshack.us/img241/2884/crit3pt5.jpg]

    Again, yellow up the lights a bit, especially in a cellar where its supposed to be dingy. I darkened, contrasted, and tweaked the hue a bit in photoshop.

    Red arrow : Can't tell, but this kinda looks like the floor grate is right flush with the floor. I'd sink it down in, or make a slightly raised metal rim around it.

  • OrnateBaboon
    • September 18, 2006 at 5:48 PM
    • #92

    e-freak and Schmung - I think that making the map DOD compatable would be more trouble than its worth. It would require lots of rebuilding to make it play properly. I will wait until this version is finished, and perhaps make something out of it, but I think that would be a bit cheap. I have a very early DOD map in the works, and if I were to finish a DOD map, I'd prefer to work on that.

    Warby - Yeah definitely. 100% custom content would be great. I started making some textures with the intention of using them on this, but I think I would rather save that for the next project. Having custom textures and then standard models won't look right. My modeling skills are lame, so for whatever I make next, I will attempt to 100% custom it.

    twiz - Superb! Great criticism! Will take it on board. Bottom of the chimney can't be seen from the playable areas though, so that shouldn't be a problem. Will definitely displace all of the roofs in the map. Just need to be certain that I am happy with them first. The displacement for the close up is a bit stretched at the moment Needs a going over. I need to add a grass blend to the texture above it to make things look more beleivable.

    Seems as though the wine cellar needs a good reworking. Does look too bright, and needs more decay. Will lower the metal grate on it, and probably add some sort of handles to it so that it looks as though it can be opened. Those clumps of ivy stuck on the wall will go. They just look too flat. The lights might get turned off depending on what I do with the light environment. They do look quite white. Never noticed that before. Appreciate the crits

  • Minos
    • September 18, 2006 at 6:00 PM
    • #93

    That looks fucking amazing. I love the HDR tone.

  • OrnateBaboon
    • September 20, 2006 at 9:52 AM
    • #94

    Cheers Mino.

    Adjusted the lighting in the cellar. I think this is about as dark as I can go without seriously harming visibility. Still looks a bit too clean though.

    [Blocked Image: http://www.skybex.com/de_tropea81.jpg]

    I also have 15 easter egg Italian tarot cards "hidden" throughout the map. So for example, shoot the barrel, and one is hidden behind it. Need to adjust the alpha on them. Barrlels along the side in the room are placeholder until they can be properly modelled.

    [Blocked Image: http://www.skybex.com/de_tropea82.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea83.jpg]

  • PhilipK
    • September 20, 2006 at 3:17 PM
    • #95

    love the wine cellars. Looks great.

  • Dodger
    • September 20, 2006 at 3:26 PM
    • #96
    Quote from PhilipK

    love the wine cellars. Looks great.

  • Polaris
    • September 20, 2006 at 4:35 PM
    • #97

    Nice

    Do you think dustmotes would work in the cellers to make them more interesting?

  • OrnateBaboon
    • September 20, 2006 at 4:58 PM
    • #98

    Motes are in there, but I don't think the particle number is high enough. Will adjust this.

  • SnipaMasta
    • September 21, 2006 at 9:46 PM
    • #99

    I'd say leave them as they are, I think that too much could ruin it. Or if you are going to increase it, only do it slightly.

  • BlackPanther
    • October 3, 2006 at 10:16 PM
    • #100

    Browsing through all the pages, this is looking very nice indeed.

    Trying my best to comment without saying whats been said again so here it goes:

    The ambient light outside looks real "hot", as suggested from the HDR, but also direct, yet some parts have 0 shadows or arent very dark, due to the overall brightness outside.

    My suggestion either make the shadows darker or lower the HDR.

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