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ol_downfall (Off Limits map)

  • Wesley Tack
  • December 31, 2006 at 9:01 PM
  • Minos
    • January 2, 2007 at 5:03 PM
    • #21

    Very nice work, I really dig the lighting. Only thing that bothers me is that Brick building, it looks really out of place and ugly.

  • zaphod
    • January 3, 2007 at 5:59 PM
    • #22

    awesome shots man, It's tough to make big city scenes (aesthetically and technically) and you are really pulling it off.

  • Fergo
    • January 8, 2007 at 1:46 AM
    • #23

    Impressive. Its very "GTA III" style.

    FeRgO

  • Wesley Tack
    • January 10, 2007 at 10:04 PM
    • #24

    Just played the map in 1920*1200, all details turned on. Took some shots, thought I'd share them since there were some comments of the other shots being too small.

    http://users.pandora.be/simon.wt/ol_dow ... igh_01.jpg

    http://users.pandora.be/simon.wt/ol_dow ... igh_02.jpg

    http://users.pandora.be/simon.wt/ol_dow ... igh_03.jpg

    - Wesley

  • FMPONE
    • January 10, 2007 at 10:12 PM
    • #25

    Doesn't look as perfected there as in the other compressed shots (naturally), but its still an incredible accomplishment to make maps on that scale and still have them look impressive.

    I think you should go with more of a night blue sky, I know that might be too similiar to the other maps for this mod, but I feel it is the natural choice in this level and it would be silly to go any other way. Not really having a clear shot of the sky in the other pictures I assumed it was night, and the ambience worked wonderfully. These shots with the clear views of the sky don't work as well imo, most especially all the yellow lighting coming from light fixture props, they contrast too heavilly with the current sky.

    That said I think the lighting on the exteriors itself is just fine (other than maybe the incredibly strong streetlight yellow), tweak the skybox aesthetics for something darker and problem solved.

  • SnipaMasta
    • January 10, 2007 at 10:23 PM
    • #26

    I agree with FMPONE on the lighting, I thought this was more night-like rather than morning. The colour of the sky compared to the quite dark buildings doesn't work too well in my opinion, and it could just be the resolution, but the skybox itself looks quite low-resolution (on the first shot there are a lot of dots on it).

  • Wesley Tack
    • January 10, 2007 at 11:17 PM
    • #27

    Thanks for the comments,

    does anyone have an HDR skymap of a dark sky I could use? I'm using the cobble HDR skymap atm, since it's the only HDR skymap we have... You are correct, it doesn't match the ambiance colors of the map. Also, In the previous shot I set all fade in/out's the same for all models. These shots are with the correct fade in/outs, thats why these may not look as perfected as you so say.

    About the dots on the skybox, thats my texture on my sphere model to create the moving sky.

  • Wesley Tack
    • January 12, 2007 at 5:50 PM
    • #28

    I added video links to all my maps on my site, so here is a tour of the map on youtube:

    http://www.wesleytack.com/videos/downfall.html

    This is seen through the players eyes. I said I would update the interior, but I'm afraid I'll have to pass, since I've got too much stuff to do. I'm gonna quit work on this map (I will still change the skybox to a darker one though).

  • Bic-B@ll
    • January 12, 2007 at 6:59 PM
    • #29

    awesome

  • FMPONE
    • January 12, 2007 at 8:04 PM
    • #30

    Man oh man, that video is just stunning. Your work continually inspires Wesley, and I can't wait to play OL. Damn shame about the interiors, they are certainly the weakest area.

    On the other hand sometimes lack of a ton of detail, as much as it is a cop out to say, helps the gameplay as much as it hurts the visuals. One thing is for sure, nothing is going to stop me from playing the shit out of this.

    Thanks for sharing with us

  • BlackPanther
    • January 12, 2007 at 10:06 PM
    • #31

    Wow.

    Impressive feat of mapping my friend. Very impressive.

    It doesnt feel like you're comfined to a city block either. It feels like GTA and everywhere is accessible... and you can get shot from anywhere too

    This baby must take you forever to compile.

    oh and i gotta ask.. how much of the Hammer grid did you use?

  • Wesley Tack
    • January 13, 2007 at 4:47 PM
    • #32

    Thanks, glad you like it. I hope you'll all be able to play it soon enough!

    BlackPanther: It takes 2 hours to compile, 4 hours with HDR.

    The map dimensions are: 1900high, 5400wide, 8000long (units).

  • Wesley Tack
    • January 16, 2007 at 11:33 PM
    • #33

    Ok, After all the comments, I took a few into consideration and fixed them.

    Added some more color variation, did a few fixes after playtesting the map as well and i quickly learned how to make HDR skymaps and made a night skymap out of a HL2 skymap. So This is now the real final version. I can now even play the map at 1920*1200 after my performance tweaks, and still get 35/40 fps. So I'm very pleased with how it runs. Thanks for all the comments and crits that helped make my map better! :x

    I'm going to update my previous map the same way so I can also run it smoothly at 1920*1200, this way the Off Limits maps should handle about the same way as the CSS maps, which I also can play at 1920*1200.

    Here are some final shots (taken at 1920*1200 and scaled down a bit)

    [Blocked Image: http://users.pandora.be/simon.wt/downfall_final01.jpg]

    [Blocked Image: http://users.pandora.be/simon.wt/downfall_final02.jpg]

    [Blocked Image: http://users.pandora.be/simon.wt/downfall_final03.jpg]

    [Blocked Image: http://users.pandora.be/simon.wt/downfall_final04.jpg]

    [Blocked Image: http://users.pandora.be/simon.wt/downfall_final05.jpg]

    - Wesley

  • FMPONE
    • January 16, 2007 at 11:57 PM
    • #34

    Thank you for being so openminded about the crit, the skybox change made a world of difference to an already awesome map.

  • Mazy
    • January 17, 2007 at 6:57 AM
    • #35

    Awesome stuff, looks great! +New the sky fits it a lot better too

  • Nysuatro
    • January 17, 2007 at 1:31 PM
    • #36

    You brought that mood with a color enity?

    The blue color theme in the map

  • Wesley Tack
    • January 17, 2007 at 2:22 PM
    • #37

    The blue-isch mood you mean ? Thats an environment_light yea, if thats what you mean ? I updated the 1st post iamges yesterday (since they are linked to my website, which I updated yesterday). So you can look there for more shots.

  • Ginger Lord
    • January 17, 2007 at 4:13 PM
    • #38

    Could you share the light environment values? Im using the same sky and I'm having trouble getting a light level the majority of people accept.

    I even tried the default one from the Valve Wiki and people complained it was too dark despite being the same as Ravenholm.

  • ⌐■_■
    • January 23, 2007 at 1:52 AM
    • #39

    WOWZZ!!

    That looks fatally hot, Wesley!!

  • Wesley Tack
    • January 23, 2007 at 2:20 AM
    • #40

    thanks killertomato!

    Sorry for the late reply ginger_lord, i totally forgot about this

    this is what i have in my light_environment:

    66 121 151 150

    hope it helps!

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