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de_jaguar - WIP!!! - WARNING, Image heavy!

  • cardo
  • October 17, 2006 at 2:29 AM
  • cardo
    • October 17, 2006 at 2:29 AM
    • #1

    Hey all, thought it was about time I registered on mapcore. So I did! Here's some screenies from my wip cs:s map de_jaguar. It's set in some aztec style ruins built into the base of a mountain and is by no means complete and lighting + everything still needs sorting out bigtime, but feel free to post comments, critiques, suggestions.. Cheers! Oh.. and I have a problem with my cubemaps. Have tried rebuilding them, and deleting them and putting more in and whatever but still not sure what's up.

    Enjoy!

    [Blocked Image: http://cardo.leveldesign.org/pics/jag1.jpg]

    [Blocked Image: http://cardo.leveldesign.org/pics/jag2.jpg]

    [Blocked Image: http://cardo.leveldesign.org/pics/jag3.jpg]

    [Blocked Image: http://cardo.leveldesign.org/pics/jag4.jpg]

    [Blocked Image: http://cardo.leveldesign.org/pics/jag6.jpg]

    [Blocked Image: http://cardo.leveldesign.org/pics/jag7.jpg]

    [Blocked Image: http://cardo.leveldesign.org/pics/jag8.jpg]

    [Blocked Image: http://cardo.leveldesign.org/pics/jag9.jpg]

  • Warby
    • October 17, 2006 at 2:42 AM
    • #2

    either you found some cool lighting trick to make the lightmaps much MUCH smoother ( smoother to the extend that it allready hurts the overall look) or in your map you have ALOT of props that should better be world-geometry !

  • cardo
    • October 17, 2006 at 3:06 AM
    • #3

    Hmm, not entirely sure what you mean but I have got smoothing groups just bulk set to 24 on everything for the time being to give a smoother look.. Or it could be the fog that I have atm. The only map models I have are foliage and lights.

  • sk3tch
    • October 17, 2006 at 5:17 AM
    • #4

    I like how you curved the stairs. Not too fond of the aztec theme...but I bet if you use custom textures, It would be an awesome map all on it's own.

    I see alot of effort into it...Good job so far.

  • von*ferret
    • October 17, 2006 at 5:46 AM
    • #5

    sewer drains in an aztec temple?

  • Mojo
    • October 17, 2006 at 5:55 PM
    • #6

    Definately a good start. Detailing out the walls and general map, I think will really add to teh atmosphere of the map. Overhangs, plants, bricks, etc.

    Picture #3 is good up top, but the bottom needs more

    #4 is good as well, but just the walls seem too flat and perfect

    As you said, far from done, just giving some constructive criticism Good start so far

  • Warby
    • October 17, 2006 at 6:11 PM
    • #7

    iam not tlakign at all about the fog the ligthmaps go aroudn corners without any cut which is usualy somethign you want but here it takesshadow and ligth aroudn the corners where it doesnt belong

    @Pericolos0 yes indeed it does ^^

  • cardo
    • October 18, 2006 at 7:58 PM
    • #8
    Quote from Mojo

    Picture #3 is good up top, but the bottom needs more#4 is good as well, but just the walls seem too flat and perfect

    Yeah Mojo, I agree with ya.. Been wondering what to do with them for ages, but think I've sorted it and I'm alot happier with the result.

    Peri.. A colossus? maybe you can enlighten me

    Warby, I dunno what's causing that but I've now turned off smoothing groups and it's sorted my cubemap probs. Take a look, see if you prefer the lighting on it now.

    [Blocked Image: http://cardo.leveldesign.org/pics/jagdetail1.jpg]

    [Blocked Image: http://cardo.leveldesign.org/pics/jagdetail2.jpg]

  • BlackPanther
    • October 20, 2006 at 5:25 PM
    • #9

    For it being ruins, its WAAAAAAAAAAAAAAAY not overgrown with nature enough.

    It also doesnt look like theres enough stuff lying around to make it look like a dig site to warrant there being light fixtures. Put in more projectors, even if they are off.

  • cardo
    • October 21, 2006 at 12:06 AM
    • #10

    BlackPanther, atm I'm just working on general build. Later will come detailing such as destruction of architecture and alot more map models. Without changing the textures completely I can't add a ton of overgrown-ness to it.

    What do you mean by projectors? dig site stuff will be added when the rest of the models are but I don't wanna make the map feel messy with it. Thanks for the feedback anyhow

  • BlackPanther
    • October 23, 2006 at 9:52 PM
    • #11

    Fair enough

    Can we have a shot of the layout form a top down 90° view?

    One thing i will suggest, no matter what the current deal is with the map, is to make it so it doesnt feel like your are making the ruins fit the layout, but rather make the paths and layout you want your players to follow fit the ruins.

    That was my lil gripe about DE_Aztec. Although its a nice looking map with great flow, the map didnt feel like it was an actual aztec temple. Back in those days they didnt have counter-strike And they certainly didnt build their wonderful structures in the hopes someone would recreate em... you following me?

    What i mean is, if you want the player to go from A to B, dont MAKE the path with the layout, Punch a hole through the layout to do it. If it would be faster to go through a wall, destroy that wall.

  • cardo
    • October 24, 2006 at 12:52 AM
    • #12

    Thanks for the reply BlackPanther. I totally agree and understand you completely I'm trying to vary the theme as much as I can and will definitely have some "through the walls" sorta architecture.

    My biggest problem is that I'm rebuilding this level from a blockout layout that took me one evening and it's hard to deviate from a pre-built plan in your head.

    Here's the requested layout shot. I'm trying my best to make sure both paths to the bombsites are pretty equally spaced out. one's quite straight forward. the other's a bit curvy. the dotted blue line is a path through the water/sewer area. As you can see from the pic, the top left section is where I haven't started re-building yet.

    [Blocked Image: http://cardo.leveldesign.org/pics/layout1.jpg]

  • Skjalg
    • October 24, 2006 at 2:48 AM
    • #13

    the whole thing looks weird, like the T's will get to the bombspots earlier or at the same time as the CT's etc.

  • cardo
    • October 24, 2006 at 12:26 PM
    • #14
    Quote from Skjalg

    the whole thing looks weird, like the T's will get to the bombspots earlier or at the same time as the CT's etc.

    Well, the CT's start at A, so there's no problem there and B is just round the corner for them. It would be close in a rush but CT would still get there quicker. Bear in mind that I haven't built the T start bit properly so i'm trying to make their route to B a little longer than it currently is.

  • Rick_D
    • October 27, 2006 at 5:51 PM
    • #15

    Looks like A will be very under-used unless the middle allows T to move through it without getting hit by CT's at B.

    The displacement steps look ugly, the vertical edge with grass growing on it looks un-natural. In other places your displacements are not smooth enough and it'll either make for bumpy play, or just not help the map look real.

    Not too keen on the decals you used on that wall (the leaking pipes) - doesn't fit the theme.

    Also the fog is too close imho, set it back about 512 units, atm it makes everything feel very, ugly.

    Sorry for all thye negative. Keep up the good work, nice to see people making some de_ maps.

  • cardo
    • October 27, 2006 at 10:34 PM
    • #16

    hehe, thanks for the feedback Rick. I'd rather it was negative and useful rather than just saying how much you love the look

    Alot of the things you mentioned in your post I've already changed or I have a mental note to change. The rocky displacements now have a different texture on them which makes them look alot smoother. As for the step ones.. Yes, I realise that they don't blend too well as it is, they also need lowering as they're too tall to walk up atm

    The bombsites both have pretty equal use as I'm rebuilding the level from a blocked out test version that I play with bots so I'm not too worried about that.

    I agree with you about the fog and have tried a few different settings, I believe I have changed it since I posted the last batch of screenies. I'm also considering having rain like aztec but I don't want too many similarities!

    The decals I've used are hopefully temporary. If I can find some better ones I'll gladly replace them as I think they look a bit out of place too.

    Once I've finished the section I'm building atm I'll post some more shots of the map in general.

    Thanks again for the feedback, it's always welcome =)

  • csharp
    • October 30, 2006 at 8:19 PM
    • #17

    it doesnt look like atztec, even when it uses aztec textures.. Great job!

  • BlackPanther
    • October 31, 2006 at 5:44 PM
    • #18

    The layout kinda reminds me of DE_Dust 2­. The CTs start near A as well, but between the 2 bombsites.

    Here's a suggestion: Time yourself with your knife out, how much time in average it takes you to get from the CT spawn to B. Do the same for the Ts and make sure its less time for the CTs then the Ts. And with enough seconds for the Cts to mount a defense, and enough room to not get nade spammed upon their arrival.

  • Rick_D
    • November 8, 2006 at 11:22 PM
    • #19

    Well that all depends on the entry points as well, BP.

    Here's the model you wanted, cardo:

    [Blocked Image: http://img380.imageshack.us/img380/8087/renderte9.jpg]

    I've PMed you the download link.

  • hessi
    • November 8, 2006 at 11:38 PM
    • #20

    that model is pretty cool. makes me remember my de_junglefalls map where i had those aztec statues too.

    could some plz make a good looking aztec map?

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