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warby presents: de_wanda 100% custom map for cs-source

  • Warby
  • June 24, 2006 at 9:21 PM
  • D3ads
    • November 6, 2006 at 7:56 PM
    • #121

    Love it! skdr is right though, it's a bit repetitve but I suppose it doesn't matter too much being a skybox.

  • Grinwhrl
    • November 6, 2006 at 8:22 PM
    • #122

    awesome, Ilove the back ground, Can I live there Warby?

  • Meotwister
    • November 7, 2006 at 3:09 AM
    • #123

    wow really liking it warby. for some reason that sky doesnt do it for me though. Idk if its the color in contrast with the sea or the slightly odd looking clouds in this shot. /criticism

    lovin it though.

  • El Moroes
    • November 7, 2006 at 12:12 PM
    • #124

    It's just awesome A verry good work!! [Blocked Image: http://www.mapping-area.com/forum/images/smiles/yeah.gif]

  • FrieChamp
    • November 7, 2006 at 1:27 PM
    • #125
    Quote from skdr

    Looks good! I think the small houses are way too repetitive.

    I think the idea is great and this can look awesome, but maybe less houses and more variation would be better?

  • SnipaMasta
    • November 7, 2006 at 4:38 PM
    • #126

    I think the houses are a bit too close together. I think it's a common problem in maps - the area you play in is quite open but everywhere around you is completely closed in with narrow streets.

  • Sa74n
    • November 7, 2006 at 5:14 PM
    • #127

    heres some serious feedback:

    - water colour doesnt match up with sky colour!

    - do some reference research on building roofs and get some more unique shapes into the skymodel buildings, some colour variation on the facades, more church towers etc. ; add a trim to the closer skybox building between facade and roof

    - i know you are shooting for a cartoony look but you should still match up the tree colour (and the water in the bay - again) to go with the more realistic approach on some of the detailled building facades

    - add a slight angle to the sun direction, atm it casts a perfect 90 degree angle shadow on the ground

    - make the stone basement for that big building a bit slanted, straight 90 degree angles sucks

    - armrest on that chair has a wierd and probably uncomfortable shape

    - might be good to have some more roof detail to help the silhouette a bit, like more antennas and cables, the few antennas that are there work quite well.

    - add just a little bit more dirt to that clean beige plaster wall so it goes easier with the awesome decals u got

    - add a proper ending to some of the shingle roofs - check hessis corse map for reference

    - u got some red brick chimneys but no red bricks anywhere else in the map. maybe adjust them to yellow/brown/greyish bigger bricks or plaster or whatever.

    otherwise this map is looking hot. definitely dont step away too far from the cartoony look - its your own style (as it already was back in the day of 52h mapping contest or even winternights ) but you know you can push it a bit, try new stuff

    cant wait to try the map when its close to being done!

  • twiz
    • November 7, 2006 at 7:06 PM
    • #128

    I think you have too many blue roofs out there. The blue isn't very common... almost all are the red brick. As for the houses being too close together, I don't think so. I think its about right.

    Try changing the colors of the plaster. Some are very yellow, some are almost white. I think you also need some more industrial type buildings.

    Heres a decent reference picture, too bad its small... But it'll give you an idea of a good sky color, building variations/colors, etc.

    [Blocked Image: http://www.destination360.com/europe/france/images/s/france-nice.jpg]

    Edit: heres some more reference pictures I took on my trip to Nice:

    [Blocked Image: http://img117.imageshack.us/img117/294/france157hv9.jpg]

    [Blocked Image: http://img117.imageshack.us/img117/8682/france155ty1.jpg]

    [Blocked Image: http://img117.imageshack.us/img117/4527/france156nx6.jpg]

    [Blocked Image: http://img117.imageshack.us/img117/3514/france158po0.jpg]

    [Blocked Image: http://img117.imageshack.us/img117/446/france159sk8.jpg]

    Hope these help.

  • ⌐■_■
    • November 7, 2006 at 8:27 PM
    • #129

    gotta love this community!!

  • Warby
    • November 7, 2006 at 11:35 PM
    • #130

    you went to nice ?! you lucky bastard

    @74 everyhting you nmentioned was allready on my to do list and will be adressed except for the shingel one PAINTOVERS i say !

  • OrnateBaboon
    • November 8, 2006 at 1:39 AM
    • #131

    Loving the progress

    Agree with what people have already said as well. I would say that some hip tiles on any of the roofs that can be viewed from above would be a good addition. I think it woud look a lot better if there is something separating the textures (like in the images posted by twiz).

    Some other things

    -the fountain base would look better if it was more rounded

    -some of the trees are overly bright in comparison to the darker ones

    -there don't appear to be any tree shadows yet (though I know this is best left until last)

    -the tables and chairs feel a bit random at the moment. Is there a cafe nearby? The ones running through the middle of the road might frustrate players during battle

    -can see from the images that the bombsites appear to be very close to each other (unless of course one is kind of above the other)

    A lighthouse, a windmill, some circular geometry and a telescope that allows you to look out over the sea and off to an easter egg could be pretty nice additions. Can't wait to see where this map goes

  • twiz
    • November 8, 2006 at 2:44 AM
    • #132
    Quote from Warby

    you went to nice ?! you lucky bastard

    Yus, it was lovely

    I have several hundred more pictures, mostly of archetecture and stuff, and my parents also have several hundred pictures from a trip to istanbul that are fantastic for references, all fairly high resolution. If anyone needs some ideas, I can pick out some interesting pics.

  • Warby
    • November 8, 2006 at 6:41 PM
    • #133
    Quote from OrnateBaboon

    Loving the progress Agree with what people have already said as well. I would say that some hip tiles on any of the roofs that can be viewed from above would be a good addition. I think it woud look a lot better if there is something separating the textures (like in the images posted by twiz).

    Some other things

    -the fountain base would look better if it was more rounded

    -some of the trees are overly bright in comparison to the darker ones

    -there don't appear to be any tree shadows yet (though I know this is best left until last)

    -the tables and chairs feel a bit random at the moment. Is there a cafe nearby? The ones running through the middle of the road might frustrate players during battle

    -can see from the images that the bomb sites appear to be very close to each other (unless of course one is kind of above the other)

    A lighthouse, a windmill, some circular geometry and a telescope that allows you to look out over the sea and off to an easter egg could be pretty nice additions. Can't wait to see where this map goes

    Display More

    - i could easily add that but i dont feel like its not round enaugh ^^

    - the dark ones normals were busted they are all equaly brigth and cartoony colorfull i liek it that way but i get a lot of shit for it so ill mabye desat / darken em a bit ( tiny bit ^^ )

    -yes tree shadows are at the veryb ottom of my to do list but will come eventualy i promise

    -yes actualy the center buildign in the map is a cafee but its supposed to be liek tourist area so theres fewwd to be consumedi n the sun just about anywhere ... i also very carefulyl placed em to be none annoying but they have so little mass they are like almost completly passive the players movement ( hopefulylthat will be smooth online too )

    -bomb sites are located above each other nuke style ! actual the whole layout is NUKE meets office ^^

    -light house and windmill are already on the to do list the coin operated telescope wasn't but is a great idea and i promise i will ad that =)

    thanks for the feedback

  • KoKo5oVaR
    • November 8, 2006 at 7:31 PM
    • #134
    Quote from Warby

    you went to nice ?! you lucky bastard

    LOL

  • SnipaMasta
    • November 9, 2006 at 8:00 PM
    • #135
    Quote from twiz

    ... If anyone needs some ideas, I can pick out some interesting pics.

    Please do

  • Warby
    • November 19, 2006 at 4:46 PM
    • #136

    [Blocked Image: http://riviera.heaven.nexusirc.at/warby/wip/de_wanda_beta_09_01.jpg]

    [Blocked Image: http://riviera.heaven.nexusirc.at/warby/wip/de_wanda_beta_09_02.jpg]

    [Blocked Image: http://riviera.heaven.nexusirc.at/warby/wip/de_wanda_beta_09_03.jpg]

    [Blocked Image: http://riviera.heaven.nexusirc.at/warby/wip/de_wanda_beta_09_04.jpg]

    [Blocked Image: http://riviera.heaven.nexusirc.at/warby/wip/de_wanda_beta_09_05.jpg]

    [Blocked Image: http://riviera.heaven.nexusirc.at/warby/wip/de_wanda_beta_09_06.jpg]

    [Blocked Image: http://riviera.heaven.nexusirc.at/warby/wip/de_wanda_beta_09_07.jpg]

    [Blocked Image: http://riviera.heaven.nexusirc.at/warby/wip/de_wanda_beta_09_08.jpg]

    i hope final release will be THIS WEEK ! D: all depending if the last couple of wiered bugs are fixable

  • TeddyBear
    • November 19, 2006 at 4:48 PM
    • #137

    Warby, listen: your map is great but the HDR totally ruins everything.

  • Warby
    • November 19, 2006 at 4:52 PM
    • #138

    i still havent figured out how to use that tone mapper entity its all default values the way its described in the wiki plain simply doesnt do anything

    the sun needs to be this intense because less intense sun = less gi = sucks

    but i could totally deal with much less intense bloom if i just knew how

  • e-freak
    • November 19, 2006 at 5:01 PM
    • #139

    SEXAWESOMEY

    keep it as it is. The wine cellar is one sexy beast

  • Erratic
    • November 19, 2006 at 5:08 PM
    • #140
    Quote from Warby

    i still havent figured out how to use that tone mapper entity its all default values the way its described in the wiki plain simply doesnt do anything the sun needs to be this intense because less intense sun = less gi = sucks

    but i could totally deal with much less intense bloom if i just knew how

    So I'm not the only one losing their mind over this?

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