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HL2DM - down_there (still wip...)

  • LeJean
  • August 24, 2006 at 12:33 AM
  • LeJean
    • August 24, 2006 at 12:33 AM
    • #1

    Hey,

    I'd like to show you the map i'm currently working on...

    this is for half-life2 deathmatch and i think best played with 2 to 6 players (so a bit smaller... :wink: )

    don't have to say much about the setting, i think - just watch the pics

    all props are made by Acumen, mapping by me (of course...)

    [Blocked Image: http://www.lejean.computer-dc.de/first_try/dt_c29.jpg]

    [Blocked Image: http://www.lejean.computer-dc.de/first_try/dt_c30.jpg]

    [Blocked Image: http://www.lejean.computer-dc.de/first_try/dt_c31.jpg]

    there still are some smaller things i have to change, but it is nearly finished...

    some kind of overview:

    http://www.lejean.computer-dc.de/first_try/dt_c32.jpg

    one prop, that is still missing on the pics is this one:

    http://www.acumen-design.de/model_pics/ ... render.jpg

    but it will be included, soon

    comments, critic etc. please

    LeJean

  • Squirrelly
    • August 24, 2006 at 12:36 AM
    • #2

    Tone down the specular map just a wee bit on the textures.

  • LeJean
    • August 24, 2006 at 12:42 AM
    • #3

    i guess you're right...

    perhaps i'll replace the texture with that heavy spec-map, or just turn it down as you said.

    thx,

    LeJean

  • hessi
    • August 24, 2006 at 2:29 AM
    • #4

    awsome brushwork but you texturing is t3h suck more variation please. i see only this one brick wall. work with trims and different materials. maybe some wood on the walls or rocks breaking through.

    i'd increase the overall brightness too. quite dark atm.

    anyways: keep on it. i am sure you will get it to a top custom map.

    greetings

  • RD
    • August 24, 2006 at 10:33 AM
    • #5

    I actually like the texturing.... its awesome. Except those tall pillars could have a better one.

    Also blue or green lights at the top....and a diffrent sky... it would look more awesome.

  • LeJean
    • August 24, 2006 at 11:24 AM
    • #6

    thx guys

    perhaps this pic will show a bit more of brushwork and textures:

    [Blocked Image: http://www.lejean.computer-dc.de/first_try/dt_c22.jpg]

    it's not up-to-date (models and stuff are missing, geometry has changed), but it also shows the windows up there. i've got another custom model of volumetric light, but have to make the texture and things for it, first. it'll show the blue rays coming from the moonlight - perhaps it will improve lighting

    i've heard from some people, it'd be too dark, and from some others it'd be too bright.. so i think perhaps it's caused by different screens ?!

    About texture-variation:

    i've got some wooden trims (as you see in the pic in this post), and i just forgot to tell, that those white stones you can see on the textures will be replaced by props, too... model is already finished and compiled, but still not placed .__.

    i'll think about the textures and will post new screens, when work goes on

    thx for posting,

    LeJean

  • Minos
    • August 24, 2006 at 2:39 PM
    • #7

    Oh I like it a lot. The brushwork and the lighting are awesome. You made a really good job on the lighting imo. Even though you used the same color all over the map it does not look repetitive or boring at all. I'd change the sky though... blue sky + yellow lighting =

    Keep it up

  • Evert
    • August 24, 2006 at 2:41 PM
    • #8

    Love the style

  • Warby
    • August 24, 2006 at 3:32 PM
    • #9

    do you need to do somthign special with your ligth sources except puttign em close to a wall to get this cool normal map behaviour ?!

  • LeJean
    • August 24, 2006 at 4:11 PM
    • #10

    thx again

    to get this light style on the wall, there's nothing to do with the light sources. The only thing is, that my bumpmap is very "hard" and "deep" (don't know how to describe better in english, sorry)

    @blue sky + yellow lighting:

    i thought it would be cool with this contrast in there. let's see how it looks, when the volumetric light is done

    LeJean

  • Defrag
    • August 24, 2006 at 7:39 PM
    • #11

    Looks nice so far, but it's a bit one-colour-ish, as if all colours are tending towards that reddish-brown tone. Some areas of visual contrast and subtle changes in the lighting would help make it a bit more interesting I think.

    I realise you may be going for the reddish-brown colour, but it's a bit overwhelming right now.

  • RA7
    • August 24, 2006 at 8:37 PM
    • #12

    Looks like an old castle, nice...

  • General Vivi
    • August 24, 2006 at 10:02 PM
    • #13

    i definitly like the look of it

  • LeJean
    • August 30, 2006 at 11:36 PM
    • #14

    thanks

    here's a shot from hammer ed showing the volumetric light:

    [Blocked Image: http://www.lejean.computer-dc.de/first_try/vol_light_editor.jpg]

    ingame-shots will follow soon - but first i'll change the texture of this vol_light model... it scares me

    That will be the last thing to do before next compile... I think tomorrow I can show some new ingame pics.

    LeJean

  • von*ferret
    • August 31, 2006 at 1:07 AM
    • #15

    volumetric light is hot

  • LeJean
    • August 31, 2006 at 2:14 PM
    • #16

    thx

    [Blocked Image: http://www.lejean.computer-dc.de/first_try/dt_c33.jpg]

    some kind of update... it's not yet final, but i'm getting closer

    i know, that the sky is a bit too dark and the color of the rays isn't perfect... and i know that some models - especially those vertical stones on the walls - are lit incorrect. i'm working on this

    please comment / help..

    LeJean

  • Furyo
    • August 31, 2006 at 3:01 PM
    • #17

    disable shadows on the vertical stones, and when applicable, use info_lighting entities to specify where they should pick their light source

  • LeJean
    • September 1, 2006 at 12:25 AM
    • #18

    well, here we go again:

    the bumpmap of the rough wall isn't that strong anymore, all models are placed (but some of them still incorrectly lit - disabling shadows hasn't really changed this. All models are completely lit in the light strenght their origin receive.. that sucks ). The overall lighting hasn't really improved, it's a bit too light, I think. I'm going to scale down the brightness (50 and 100 percent falloff distance) of the flame's lights and then add some ambient lights.

    I'm still not happy with the ray's colors... they are yellowish, though the texture is really blue (http://www.lejean.computer-dc.de/first_ ... editor.jpg). I think this is caused by the "additive" mode and the yellow fire lights...

    here you can see the bumpmap and a new model of a cage hanging on a rope. I'll add some more cages hanging from the ceiling just for the athmosphere

    [Blocked Image: http://www.lejean.computer-dc.de/first_try/dt_c34.jpg]

    to show you that there is light on the ground where the rays end

    [Blocked Image: http://www.lejean.computer-dc.de/first_try/dt_c35.jpg]

    just to show the effect a little bit

    [Blocked Image: http://www.lejean.computer-dc.de/first_try/dt_c36.jpg]

    [Blocked Image: http://www.lejean.computer-dc.de/first_try/dt_c37.jpg]

    well, comments again, please

    LeJean

  • the Carpenter
    • September 1, 2006 at 5:15 AM
    • #19

    Dark blue sky shouldn't really be giving off yellow sunbeams ?

  • sk3tch
    • September 1, 2006 at 5:16 AM
    • #20

    Wow...This map is looking out-fcuking standing!

    My one (very minor) critique would be the whitish brick height along the lower walls. Maybe some trim along the bottom to make it seem proportioned?

    ...Don't listen to me though. I had to find SOMETHING.

    Example:

    [Blocked Image: http://img434.imageshack.us/img434/1568/brixak7.jpg]

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