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DM_Snowdin

  • Ooghijmiqtxxa
  • January 7, 2007 at 7:06 AM
  • FMPONE
    • January 9, 2007 at 10:22 PM
    • #21

    Now we're getting places, yes :wink:

    Crit: Reduce the thickness of those wires and also vary your texturing up a bit, you're using the same texture a ton in that shot.

    If it wasn't such a badass texture it would be pretty obvious.

  • dux
    • January 10, 2007 at 1:22 AM
    • #22

    Yeah man, use the smooth gemoetry tool on those displacements man so they ain't so spikaiiiiiiiiiii. I'd recommend some other tones of light, as was mentioned orange I think. I'd hit that.

    One thing I wonder, some of those monitor panels are so high up whos ever going to read them?

  • Ooghijmiqtxxa
    • January 10, 2007 at 1:45 AM
    • #23
    Quote from FMPONE

    Now we're getting places, yes :wink:

    Crit: Reduce the thickness of those wires and also vary your texturing up a bit, you're using the same texture a ton in that shot.

    If it wasn't such a badass texture it would be pretty obvious.

    Thanks FMP. I didn't even know you could change the thickness of the rope, good stuff. I'm working on the textures now. I have a lot more to make to try and break her up some more.

    Dux: Thanks for the tip on the smooth. I didn't know that either. I'm still a newbie in Hammer. Yeah, the monitors up high are place holders for different textures. It'll all make sense in the end, hopefully.

    I played with the normal maps some more on the textures to try to make it a little less wet looking. Here is what most of them look like now:

    [Blocked Image: http://img148.imageshack.us/img148/1486/snowdin11xg0.jpg]

    The only thing that sucks about the HDR is that it's killing the look of the monitors. They look way too bright. I'll have some more progress tonight.

  • SixThree
    • January 10, 2007 at 2:14 AM
    • #24

    Awesome. I love the texture, the overuse is hardly noticeable. Have you tried the tex w/normal on the ground? It looks almost like a thin layer of ice. Could create some interesting slippery corridors.

  • Ooghijmiqtxxa
    • January 10, 2007 at 7:28 AM
    • #25

    Played with it a little bit more tonight. Made some textures and played with the lighting some more. I changed the lights to orange and it didn't look right. I'm thinking I'll put something in the ground that will give off that orange light.

    [Blocked Image: http://img46.imageshack.us/img46/4198/snowdin01wm2.jpg]

    [Blocked Image: http://img465.imageshack.us/img465/6845/snowdin02lq8.jpg]

    [Blocked Image: http://img464.imageshack.us/img464/1528/snowdin03gf0.jpg]

    [Blocked Image: http://img464.imageshack.us/img464/9864/snowdin04xw9.jpg]

  • FrieChamp
    • January 10, 2007 at 9:18 AM
    • #26

    That is starting to look sexy hexy! Anything special planned yet for the gameplay side of things?

  • Ooghijmiqtxxa
    • January 10, 2007 at 7:18 PM
    • #27
    Quote from FrieChamp

    That is starting to look sexy hexy! Anything special planned yet for the gameplay side of things?

    Thanks Frie. In terms of game play, I really wanted it to play like a Rocket Arena type of level since I played a ton of Q2/Q3 Rocket Arena. I'm going to be adding some panels on the walls that can be ripped off with the grav gun. Other then that, it's just a run around and kill some people map.

  • Ooghijmiqtxxa
    • January 11, 2007 at 8:23 AM
    • #28

    [Blocked Image: http://img81.imageshack.us/img81/6353/snow2lc7.jpg]

    [Blocked Image: http://img301.imageshack.us/img301/7287/snow3be3.jpg]

    [Blocked Image: http://img120.imageshack.us/img120/2780/snow4ix8.jpg]

    [Blocked Image: http://img301.imageshack.us/img301/1138/snow1zf2.jpg]

    Andd there she is. Almost done with the texturing. I still have a few more to make and tweak. I also need to add some more snow to the tops and more screens in the room of the last pic. I'm also going to be replacing that pipe texture too, so don't worry about that.

    Now it's basically down to the little details and hopefully I'll be able to release this bastard in the next coming weeks. Your guys feedback has really helped me a lot and I thank you for it.

  • BioPulse
    • January 11, 2007 at 9:59 AM
    • #29

    Looking good mate, i like how you've lit the thing, using multiple colours of light really works well and yet alot of people tend to stick to just one lighting 'theme', this could be a seriously good map if the gameplay works out alright.

    Just make sure you do focus on gameplay from a fairly early stage, seen many maps start out as good looking, and ending up just that, good looking.

    Good work on what you've got so far, can't wait to see how this map turns out for the first betas / first release.

    Just one thing that might be just me being mr. detail critic, but why would anyone leave a shot gun lying around in the only snowy patch of the room?

    It doesn't really matter ofcourse in the map since it's just a game and the thing will work fine, but it would make more sense if it'd be in a place where no snow will fall on it

    (talking about this image...)

    http://img81.imageshack.us/img81/6353/snow2lc7.jpg

  • ReNo
    • January 11, 2007 at 1:56 PM
    • #30

    I like all the changes, its coming on well. I think you should at least try putting some sort of buffer/trim between your pipes and your walls though, because it looks really rather poor where they just meet with no intermediate step.

  • Dradz
    • January 11, 2007 at 2:47 PM
    • #31

    ultra-noob question here -- for the lights shining down with the "cone of light" effect -- how do you get that effect? point_spotlight with dynamic flag unchecked? any special settings to be aware of? do you need to use func_dustmote or env_embers to emphasize the effect?

  • insta
    • January 11, 2007 at 3:30 PM
    • #32
    Quote from Dradz

    ultra-noob question here -- for the lights shining down with the "cone of light" effect -- how do you get that effect? point_spotlight with dynamic flag unchecked? any special settings to be aware of? do you need to use func_dustmote or env_embers to emphasize the effect?

    Func_illusionary with a translucent gradient-texture + func_dustmotes would be my guess. It doesn't look like it's a gradient texture though, but it would look a bit better if it were.

  • Fяэ&a
    • July 29, 2007 at 8:03 AM
    • #33

    your choice of textures is very good, but the snow is too angular

  • SixThree
    • July 29, 2007 at 8:54 AM
    • #34

    Can I borrow your time machine, please?

  • RA7
    • July 29, 2007 at 11:36 AM
    • #35

    Pretty sweet, it reminds me of AvP.

  • -HP-
    • August 1, 2007 at 10:45 AM
    • #36

    I like this new screenshots, the lighting is looking alot better, gotta love those hightlights, nice taste!

    Keep on

  • Zeta
    • August 1, 2007 at 3:34 PM
    • #37

    orange lit area adds nice colour contrast

  • Sentura
    • August 1, 2007 at 3:39 PM
    • #38
    Quote from Zete

    orange lit area adds nice colour contrast

    very cliché though, i'd try with some decent yellow/white light instead (glory light)

  • Grinwhrl
    • August 2, 2007 at 4:45 AM
    • #39

    I like the textures, not much variation to the map though, but I guess you are going for all gloomy cold blue.

    Anyway, to really bring out the scene, try adding some warm spots of color in certain areas you feel fit. Maybe some yellows as well to blend with the blues.

  • Erratic
    • August 2, 2007 at 4:47 AM
    • #40

    Ooogh get back on this!

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