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CS Source: de_tropea

  • OrnateBaboon
  • March 6, 2006 at 4:39 PM
  • KIIIA
    • April 12, 2006 at 6:54 PM
    • #41

    Is all that custom stuff?

    Anyways, in my oppinion, it looks beautyfull!

  • ReNo
    • April 12, 2006 at 7:40 PM
    • #42

    Its all looking good man. I particularly like the composition of the area shown in the first shot - interesting use of varying angles and height that looks natural rather than forced

  • Minos
    • April 12, 2006 at 9:00 PM
    • #43

    Nice usage of angled stuff. I'd get rid of the piranesi/chateau content though, they are too old I think.

    Nice job so far skybex's bro!

  • OrnateBaboon
    • April 13, 2006 at 10:53 AM
    • #44

    Thanks for the comments guys.

    KIIIA - no custom content at the moment. Vast majority of the textures are cs_italy.

    Reno - I am trying to angle more stuff to make things look more interesting. Need to angle buildings inside the map as well. Not just on the outer edges.

    Minotauro - Yes, good point. When going round the map looking at peoples constructive criticism, I will remember this.

  • nico
    • April 13, 2006 at 9:17 PM
    • #45

    looks sweet!

    however, a thing that caught my eye: In one of the shots where there is a table and some chairs there are garbage on the ground. Seems weird to me that someone manages to forget one boot? And perhaps try to place larger pieces of garbage (like that white can thingy) and stuff like that around garbage cans or other more likely places, as those are perhaps stuff that you dont just drop on the street. No biggie tho =)

    Perhaps make that angled (cornered?) set of stairs a bit more smooth/round if you can spare the polys (or whatever they are called, too long since ive used hammer, 3dsmax is corrupting my mind! yarrrgh!)

    keep it up dude, looks nice =)

  • JamesL
    • April 15, 2006 at 1:43 PM
    • #46

    Looking stunning mate great work. A few things I picked up on below, not really errors as such just details.

    The upside down lamp here looks a little out of place

    [Blocked Image: http://www.code303.com/files/images/lamp.jpg]

    The motes here (barely visible I know) seem a little too bright and whitey/yellow. I don't know if that's just the screenie doing that, but I would make them a little less bright for a more subtle effect.

    [Blocked Image: http://www.code303.com/files/images/motes.jpg]

    The frames in the arches here seem a bit out of place. I think it's because of the small cross section bits that go across them. Perhaps if you scaled them up slightly by re-compiling the model it would look more natural. I think if their edges were embedded in the wall of the arch they would work better.


    [Blocked Image: http://www.code303.com/files/images/frame.jpg]

    This last one is purely a matter of preference, but these types of doors really make me think of HL1 era maps. They work well gameplay-wise so I totally understand their use, but for me they are just a bit retro. Meh just my 2 pence tho I'm probably being pedantic

    [Blocked Image: http://www.code303.com/files/images/doorway.jpg]

    So yeah anyways beta??

  • OrnateBaboon
    • April 15, 2006 at 3:51 PM
    • #47

    Nico - I agree that I should put rubbish in more appropriate places. Will remember this. Angled stairs do look a bit blocky in the pic, but they are not quite as bad when running around as a player. Maybe modeling them as a circular set of steps could be good.

    James L - All valid points. I meant to change the upside down lights accross the map after atrocity mentioned them looking odd earlier on. These will definitely be removed.

    There are 3 lots of dustmotes there, and the effect is defenitely overdone. I never really noticed this. A reduction in the particles/colour and speed should improve the look.

    With the woodedn arches, I agree. At the moment they are kind of flung in. I will eventually change them in Max, and make them seem as though they are supposed to be there.

    The double doors thing is more for gameplay. I know its not ideal, but I think the map will play much better with them there.

    Thanks for the constructive criticism guys. Beta is some way off yet

  • OrnateBaboon
    • April 19, 2006 at 6:46 PM
    • #48

    Another small update. Still lots of work needing to be done, but I will leave the decals, overlays, rubbish etc until the end of the map. Will also be removing the more obvious DOD stuff.

    [Blocked Image: http://www.skybex.com/de_tropea42.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea43.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea44.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea45.jpg]

  • ReNo
    • April 19, 2006 at 7:11 PM
    • #49

    I love the verticallity of it all. Still looks a bit unlived in a lot of places though, and some surfaces (building on the left of the first shot being a prime example) look really flat and bland. Coming on really well though, looking forward to a beta.

  • JamesL
    • April 19, 2006 at 9:25 PM
    • #50

    Dude, you are like, some kinda like, mapping monster

    Looks fabulous. (beta?)

  • OrnateBaboon
    • April 20, 2006 at 1:47 AM
    • #51

    Reno, I agree. Many of the areas don't have any evidence of human activity/wear and tear/real world stuff. I don't want to add these things at the moment, because if I remove whole buildings, then the time I would have spent adding decals, overlays, props and other details would be wasted. After peoples constructive criticism, I am bound to remove large parts, or heavily modify bits.

    Cheers James. Problem with doing a beta now would mean that I would have to sky the map properly. I know I am going to make big changes to what is already there, so it comes back to the time thing. Also, a couple of the areas have very little detail in them. I wish I could do a beta now and have it tested, but the map is in no fit state yet.

  • JamesL
    • April 20, 2006 at 8:47 AM
    • #52

    Sorry to keep bugging mate

    Out of interest, are you putting HDR into the map?

  • OrnateBaboon
    • April 20, 2006 at 11:10 AM
    • #53

    Will definitely add HDR. I will do it nearer the end of the map as well. Need to look at the tutorials on how to make a skybox from scratch though. I added flying seagulls to the map, but they look a bit lame at the moment. Will need to work on this too.

  • Mazy
    • April 20, 2006 at 12:03 PM
    • #54

    The latest shots are awesome, really love the feel you got going, lots of 45 degree and vertical stuff, excellent work. Some of the facades are still somewhat bland, but overall the map looks quite unique. Really like the way you're going with this map, hope to see more goodness soon

  • JamesL
    • April 20, 2006 at 12:26 PM
    • #55

    It would be dead funny to have the Seagulls all fall out of the sky when the bomb goes off

  • RA7
    • April 20, 2006 at 5:22 PM
    • #56
    Quote from JamesL

    Sorry to keep bugging mate Out of interest, are you putting HDR into the map?

    Dont ask about a "BETA" too much, he might just freak out....

  • OrnateBaboon
    • May 4, 2006 at 9:41 PM
    • #57

    Thanks for the comments.

    JamesL HDR is enabled. Yay! Need to work on the settings, and the ordinary lights a lot though.

    Mazy - Yeah, the buildings and the floors are quite bland in places. I will sort this out after I release a beta.

    RA7 - I will be doing the sky properly some point soon, so hopefully, a beta is not that far off. I will leave the details and stuff unil afterwards.

    Some pics of HDR.

    [Blocked Image: http://www.skybex.com/de_tropea46.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea47.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea48.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea49.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea50.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea51.jpg]

  • von*ferret
    • May 4, 2006 at 10:02 PM
    • #58

    some of the HDR blooms are WAY toooo bright to be effective. Toning them down will give it a more subtle and interesting look. The stills are simply acting distracting to me at the moment. Other than that, its looking very sexy

  • JamesL
    • May 5, 2006 at 10:11 AM
    • #59

    Already made some comments over on 'lopers but looking again here it seems to me that the rooftops are looking a bit empty. I realise you will not really see notice this from the ground, but with a map of this quality I would bang in some chimneys, aerials and suchlike, just so as anyone spec'ing will have just as beautiful a view as someone playing.

    /2p

  • OrnateBaboon
    • May 5, 2006 at 10:29 AM
    • #60

    Thanks for the useful feedback.

    Ferret, I would agree with that. I need to fiddle a bit more with the tone settings. I prefer subtle HDR over the really heavy stuff.

    James - Agree with this too. After I manage to get the map put together properly, I will focus on the smaller details. With the roofs, I will displace them, add overlays, ariels and the like. Just that some buildings will be going into the 3d skybox, and some stuff will be turned into a model, so I will hold off of doing the smaller details until I know exactly what I will be doing with each building. I want to get a beta together first, have some playtests. After this, I will detail the map properly.

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