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

  • cardo
  • October 17, 2006 at 2:29 AM
  • cardo
    • November 10, 2006 at 1:34 AM
    • #21

    Thanks a billion for the model Rick! It looks awesome! I haven't tested it in game yet but will get back to you asap about the scale. Sorry for the screwed up dxf files.. I probably just exported the whole level

    I'll choose to ignore those comments Hessi hehe.

  • BioPulse
    • November 10, 2006 at 9:44 AM
    • #22
    Quote from csharp

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

    Couldn't agree more, I think this -if completed properly and if the flow works out well for he gameplay- wil lbe a nice example to people that you can infact make a good map using existing themes / texture packs.

    Atleast for me it is, since I haven't mastered the arts of texturing and/or modeling I think it's nice to see that other people still make nice maps with the kind of 'crap' I'm using too.

    Keep up the good work buddy ^^

  • travis
    • November 11, 2006 at 6:59 AM
    • #23

    brushwork looks nice, some of your displacements look a little strange and more than anything the odd lighting errors with your displacements. On some of the faces where they go thru another brush and light hits them from outside of the map it causes those obscure errors.

  • MrBaracuda
    • November 11, 2006 at 12:22 PM
    • #24

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

    The displacements on the ceiling look unnatural there. Have the ceiling overlap it a little maybe. The way it is now, it looks like the stone was there before the stuff that comes out of the ceiling, which is not what you were aiming for I guess?

    Oh and don't listen to Rick, he's a fog hater.

  • Rick_D
    • November 11, 2006 at 1:41 PM
    • #25

    Fog is bad - for a little atmosphere it's a great tool (like a zombie game where you don't want the player to see too far to heighten the suspense); but when it comes to CS you want to be able to clearly see until geometry blocks your sight. If you leave the fog so close, people will only complain and you'll end up removing it. Fog is great when used at a far distance - or do the de_dust2 thing and have those over-scaled sprites in the open areas, at least this lets you keep the inside areas not look like ass because there is a little fog in there.

    xD

  • cardo
    • November 11, 2006 at 4:08 PM
    • #26

    MrBaracuda: Yeah I know whatcha mean about the ceiling. It looks a little different now as the displacement has a diff texture that's not so bumpmapped too. It does need a small lip or something though I agree. I'll post some new screenies of that part soon.

    RickD: Currently the level has no fog, but I've been trying it with various weather effects and skyboxes.. right now it's using militia hdr one but without hdr.

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