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DE_KERK [updated July 5th, new screens page 2 + beta d/l]

  • Fletch
  • June 20, 2006 at 4:54 PM
  • Fletch
    • June 20, 2006 at 4:54 PM
    • #1

    Please contain any shock and/or awe. Following hot on the heels of my last map release (you know... 2001... I think), I've put together de_kerk. It's still in the optimizing/detailing stage. I'll try to get a beta download out in the next day or so.

    [Blocked Image: http://www.mapcore.net/fletch/maps/de_kerk0007.jpg]

    [Blocked Image: http://www.mapcore.net/fletch/maps/de_kerk0008.jpg]

    [Blocked Image: http://www.mapcore.net/fletch/maps/de_kerk0009.jpg]

    [Blocked Image: http://www.mapcore.net/fletch/maps/de_kerk0010.jpg]

    [Blocked Image: http://www.mapcore.net/fletch/maps/de_kerk0011.jpg]

    P.S. A big shoutout to Valve for trying their hardest to break all the development tools. It's nice being able to have HDR or cubemaps, but not both. Jerks.

  • Mojo
    • June 20, 2006 at 4:57 PM
    • #2

    I definately like the roofs and general architecture of the buildings, especially in Shot3

  • ⌐■_■
    • June 20, 2006 at 5:48 PM
    • #3

    looks a bit blend, but it cerainly has a nice original feeling to it

    lighting is too bright also, for my taste. too white I guess?

    nice name btw: kerk (kerk means chrurch in dutch)

  • hamst3r
    • June 20, 2006 at 6:08 PM
    • #4

    Looks pretty cool, definitely needs a good 3d skybox~

  • Furyo
    • June 20, 2006 at 6:22 PM
    • #5

    Needs some displacement too But the architecture remains top notch as it is

  • Defrag
    • June 20, 2006 at 6:24 PM
    • #6

    The common texture on many surfaces and environment lighting are kinda swallowing up your architecture at the moment, making it appear shapeless and duller than it really is. With some tweaked lighting and more variety in the texturing I think it'll look a lot better / more interesting.

  • Minos
    • June 20, 2006 at 6:32 PM
    • #7

    The theme is too contrasting imo. It ranges from mansion-like buildings, to castles/churches and industrial brick buildings. The textures need some variation too, specially the stone walls in the third shot. Have you got an overview shot of the layout ?

  • teeluu
    • June 21, 2006 at 12:59 AM
    • #8

    First thing that came into my mind was exactly what mino said. Also, imo the HDR is a bit too bright. Other than that, nice job.

  • mabufo
    • June 21, 2006 at 1:29 AM
    • #9

    It needs a killer 3d skybox. For example - add more buildings BEHIND all of the buildings in the map. Make it look like there are lots of buildings.

  • Bic-B@ll
    • June 21, 2006 at 1:39 AM
    • #10

    i like it. it's a little blocky, but that's the style of the buildings i guess. my only suggestions would be to add some more angled surfaces and some more vegetation

  • Minos
    • June 21, 2006 at 3:22 AM
    • #11
    Quote from Fletch

    P.S. A big shoutout to Valve for trying their hardest to break all the development tools. It's nice being able to have HDR or cubemaps, but not both. Jerks.

    Cubemaps and HDR

    If the map has been compiled with the HDR lighting option enabled in VRAD, cubemaps must be built in both HDR and LDR (non-HDR) modes. Building cubemaps in only one mode will mean that cubemaps will not be present the other mode. For information on how to build cubemaps under HDR, see HDR Lighting Basics.

    http://developer.valvesoftware.com/wiki ... ing_Basics

    Hope that's helpful

  • Mazy
    • June 21, 2006 at 6:55 AM
    • #12

    Holy fucking shit, I'm stunned (I tried to contain myself D:)

    Looks pretty good fletch, has a pretty neat feel to it, some of the areas are a bit dull though, the graveyard bit feels kinda dull but maybe thats intentional

    Anyway, good stuff~~

  • Fletch
    • June 21, 2006 at 7:39 AM
    • #13

    Thanks for the comments.

    Regarding repetitive texture use of that one texture... yeah, I know. The problem is that the building oganically flows into the fortified walls, etc. I spent most of tonight putting overlays in the level and did some experiments with overlays on the church (those weardown stains from overhangs you see in old buildings, etc). I'm compiling tonnight and I'll see if they're going to be managable without killing frames (these freaking overlays are either going to be my best friend or i'll hate them)

    Same goes for some of the detailing. I made a major detailing pass today, so everything has little flourishes here and there (and some eaves and rails are scaled better).

    That giant white apartmenty looking building got a lot of nice flourishes today, so hopefully those will come out better.

    As for HDR, Valve's latest "engine update" (which is the same one that broke Hammer and the deve tools) has done some screwy things with HDR, namely when I build cubemaps in both HDR and LDR modes, the game just permanently gets stuck with HDR cubemaps and HDR at full bloom. I've talked to some other people about it and they've had similar stories. So for the time being, I'm going to ditch HDR until Valve fixes things.

    If the compile goes well tonight, I'll put up a playable beta tomorrow.

  • ginsengavenger
    • June 21, 2006 at 7:50 AM
    • #14

    fletch ur map sux more than a hooker with a penis

    for old times' sake

  • Furyo
    • June 21, 2006 at 11:12 AM
    • #15

    fletch, it is my understanding cubemaps are borked since the update and they shouldn't be built in the first place. Others have noticed the problem really only happens with Ati card owners. Bottom line, I wouldn't even bother finding a fix for the cubemaps, especially since you have still lots to do on the map.

  • insta
    • June 21, 2006 at 12:05 PM
    • #16

    Maybe the de_cbble textures would fit the castle better?

  • D3ads
    • June 21, 2006 at 9:40 PM
    • #17

    Dude that sucks as bad as your mom does...

    Seriously though it looks ok, I don't like thaqt church though... just something about it doesn't look right, I think it's the windows. The whole thing needs more decals as well.. and a 3D skybox!

  • TomWithTheWeather
    • June 21, 2006 at 10:34 PM
    • #18

    Looking good so far.

  • sk3tch
    • June 22, 2006 at 4:58 AM
    • #19

    The effort in those buildings is awesome!

    Other than that it just feels like it's lacking something....can't figure it at the moment...

    The lighting could be more dramatic IMO.

    Good job so far...I want to see this done!

  • mikezilla
    • June 22, 2006 at 5:20 AM
    • #20

    We played it today at gamtime with a good 4 on 4 and I must say the visuals in this map are at a good halfway point and agree those need work.

    what i wasn't prepared for is the gameplay... the area around the bomb site is really... man it's hard to describe. I got the same feeling i played maps like assault, militia, train, cobble for the first time. It just has really well designed and easy to get the hang of gameplay. It really was insanity

    anyway, i'm gushy.... i'll let the map speak for itself when he releases a beta so ya'll dont think i'm shooting the shit for no reason.

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