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de_industrial *now with working pics*

  • OnboardError
  • December 10, 2006 at 9:35 PM
  • OnboardError
    • December 10, 2006 at 9:35 PM
    • #1

    The name is temp.. till I can come up with a good one.

    The map is very large and is about 40% done.

    a few of the shots here are wip empty areas and such that still have not under gone detailing and such... take a peek. no cube maps in these shots sorry having a small issue. I stopped work on this a age ago and think its total crap now... MY skill from this project has gone up. see asylum, but yea thought id show anyhow.

    [Blocked Image: http://img166.imageshack.us/img166/8357/17e9sl7.jpg]

    [Blocked Image: http://img139.imageshack.us/img139/5518/127e1si2.jpg]

    [Blocked Image: http://img139.imageshack.us/img139/3408/137e0mo3.jpg]

    [Blocked Image: http://img184.imageshack.us/img184/9532/107e0kw5.jpg]

    [Blocked Image: http://img139.imageshack.us/img139/773/147e0qq5.jpg]

    [Blocked Image: http://img329.imageshack.us/img329/6900/27e3cn0.jpg]

    [Blocked Image: http://img91.imageshack.us/img91/2571/117e1yz4.jpg]

    [Blocked Image: http://img139.imageshack.us/img139/8845/37e1mc5.jpg]

    [Blocked Image: http://img153.imageshack.us/img153/2266/47e1lw2.jpg]

    [Blocked Image: http://img301.imageshack.us/img301/4038/57e1eh9.jpg]

    [Blocked Image: http://img301.imageshack.us/img301/5271/67e1zc6.jpg]

    [Blocked Image: http://img244.imageshack.us/img244/2127/7do2.jpg]

    [Blocked Image: http://img244.imageshack.us/img244/5438/87e0fc1.jpg]

    [Blocked Image: http://img301.imageshack.us/img301/1385/9nr1.jpg]

  • Markus
    • December 10, 2006 at 9:48 PM
    • #2

    Images are broken.

  • e-freak
    • December 10, 2006 at 10:33 PM
    • #3

    no but his host is not happy about image linking. get those pics on imageshack.us

  • Grinwhrl
    • December 10, 2006 at 11:07 PM
    • #4

    I dont see anything

  • Meotwister
    • December 11, 2006 at 12:53 AM
    • #5
    Quote from Markus

    Images are broken.

    weeeee...

  • Markus
    • December 11, 2006 at 1:03 AM
    • #6
    Quote

    http://www.filebunker.net/a/albums/userpics/11%7E1.jpghttp://www.filebunker.net/a/albums/userpics/12%7E1.jpg

    http://www.filebunker.net/a/albums/userpics/13%7E0.jpg

    http://www.filebunker.net/a/albums/userpics/14%7E0.jpg

    http://www.filebunker.net/a/albums/userpics/6%7E1.jpg

    http://www.filebunker.net/a/albums/userpics/7.jpg

    http://www.filebunker.net/a/albums/userpics/8%7E0.jpg

    http://www.filebunker.net/a/albums/userpics/9.jpg

    http://www.filebunker.net/a/albums/userpics/10%7E0.jpg

    http://www.filebunker.net/a/albums/userpics/1%7E9.jpg

    http://www.filebunker.net/a/albums/userpics/2%7E3.jpg

    http://www.filebunker.net/a/albums/userpics/3%7E1.jpg

    http://www.filebunker.net/a/albums/userpics/4%7E1.jpg

    http://www.filebunker.net/a/albums/userpics/5%7E1.jpg

    Display More

    Just open those links. Anyway, now that I've had a chance to look at it, I love the brush and texture work. My only gripe would be the lack of overlays/decals and props. Some areas are littered with props while other areas there isn't a single one to be found. Add some crack decals to the outside floors, as judging from the buildings themselves, the area has been in use for a while. It'd give it more character and add to the realism factor. Light posts, telephone poles, garbage cans, and so forth also wouldn't hurt. The lighting is so-so. With cloud-cover as that you wouldn't tend to see such strong shadows, so lighten them up a bit. Otherwise, good work! I can't wait to see more! Also, if you aren't going to complete it, I'd love to take a gander at it and see what I can come up with, as it'd be a shame to see this sent to the scrap book.

  • RA7
    • December 11, 2006 at 1:57 AM
    • #7
    Quote from Meotwister

    weeeee...

    Still FORBIDDEN

  • Markus
    • December 11, 2006 at 2:36 AM
    • #8

    Copy + paste, or click it and press enter in the address bar.

  • OnboardError
    • December 11, 2006 at 4:13 AM
    • #9

    hey im really sorry guys ill have my first post fixed for tommorrow

  • RA7
    • December 11, 2006 at 10:16 AM
    • #10

    YAY!!

  • ⌐■_■
    • December 11, 2006 at 10:36 AM
    • #11

    this is damn cruel..

  • OnboardError
    • December 11, 2006 at 12:46 PM
    • #12

    For now check here: http://www.hl2world.com/bbs/wip-deindus ... industrial

  • ReNo
    • December 11, 2006 at 1:06 PM
    • #13

    All broken for me there too mate

  • ⌐■_■
    • December 11, 2006 at 1:41 PM
    • #14

    ok,

    architecture is at some places pretty dull (first exterior pics), lightning is also pretty blend. interiors however are nice!

    and as Ilr says:

    cl_drawhud 0

    r_drawviewmodel 0

    (just a tip)

    my suggestion would be to try and add a little contrast to the whole scene with some more interesting lighting and to make the building more appealing by adding a bit more detail and depth to them (exterior part). The streets need a little more props and since its an industrial map, you might want to add more vehicles and adds.

    succes!

    oh, and i know this is a wip, but i assume you want comments on this so here you go

  • OnboardError
    • December 11, 2006 at 2:33 PM
    • #15
    Quote from killertomato

    ok,architecture is at some places pretty dull (first exterior pics), lightning is also pretty blend. interiors however are nice!

    and as Ilr says:

    cl_drawhud 0

    r_drawviewmodel 0

    (just a tip)

    my suggestion would be to try and add a little contrast to the whole scene with some more interesting lighting and to make the building more appealing by adding a bit more detail and depth to them (exterior part). The streets need a little more props and since its an industrial map, you might want to add more vehicles and adds.

    succes!

    oh, and i know this is a wip, but i assume you want comments on this so here you go

    Display More

    yepp love feedback My skill level was much lower when I was working on this (see asylum for the now) but I think I might redo it.

  • ⌐■_■
    • December 11, 2006 at 2:40 PM
    • #16

    that explains alot

    yeah why not overdo it? the map has lots of potential!

  • OnboardError
    • December 11, 2006 at 3:24 PM
    • #17
    Quote from killertomato

    that explains alotyeah why not overdo it? the map has lots of potential!

    Built a few things wrong. Mainly not happy with my grid work on this. The project is something like 6 months old. Its just been sitting... but Im posting all my work on the is board latly.

    EDIT: pics are now up... sorry about that one guys. Let me know if you think it is worth redoing.

  • PhilipK
    • December 11, 2006 at 5:22 PM
    • #18

    I think it feels to flat. Especially the road. It would make a huge difference if you would just get some very slight bumps, height variation and even some U-shape on the road. Of course doing this would complicate for the buildings around a bit but it would totally be worth it imo.

    The more completed areas look great tho.

  • OrnateBaboon
    • December 11, 2006 at 5:56 PM
    • #19

    The more complete parts definitely look good. The buildings look very solid and interesting, and the inside sections have a real world feel. Some of the outside areas feel a touch too open, but this is probably because they lack detail at the moment. Telephone poles and general clutter, more vehicles, bins, bollards, smoke, overhanging walkways, curved geometry and huge chimneys would really add to the look.

    In some areas, it might be worth getting rid of the roads, and adding gravel instead. Lots of maps that are built along roads seem to look a bit too airy and flat. Using gravel instead would allow you to bring the buildings closer together, and add a bit of height variation to the lower part of the structures, as well as the bumpiness PhilipK talks of. I would also say that things feel a bit too square. Not the actual buildings themselves, but their orientation in the world. Some angled buildings would really make things feel less hammeresque.

    If you are not going to complete the project as it is, then it could worth moving all of the geometry over to a small hostage map. Think of something like cs_compound, where the bulk of the mapping would have been in making the cental building. If you spent a while making a really nice central building, you could then drop all of these buildings into the map afterwards.

    It would be a shame to see the work wasted.

  • Dodger
    • December 11, 2006 at 7:27 PM
    • #20

    Cool pics you got there man

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