Great brushwork! Keep up the good work.
dm_archt WIP [HL2DM] (Completed)
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This area is very much a work in progress. Just thought i should show what I'm doing at the moment. I'll do a compile tomorrow and show some other new stuff that i have been working on.
Note that I have added dustmotes in the holes. I think i am going to increase the amount of dust, because they are very hard to spot at size 15. And if i increase their size, they will only look crappy.
[Blocked Image: http://web.telia.com/~u71301303/dm_archt/Update_5/6.jpg]
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depth in your walls mate
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Todays update!

I added windows in the ceiling, and some dust shining down.
The dust isn't so visible in this downsized picture, but it looks good ingame.
[Blocked Image: http://web.telia.com/~u71301303/dm_archt/Update_6/1.jpg]
Here i added a cross in the RPG area.
[Blocked Image: http://web.telia.com/~u71301303/dm_archt/Update_6/2.jpg]
This is the newest area. It looks really dark in this picture but it looks good in game. I added dust particles shining down in this area to, but they are not visible either.
[Blocked Image: http://web.telia.com/~u71301303/dm_archt/Update_6/3.jpg]
[Blocked Image: http://web.telia.com/~u71301303/dm_archt/Update_6/4.jpg]
I added a cross in the hallway leading away from this room if you can see it.
[Blocked Image: http://web.telia.com/~u71301303/dm_archt/Update_6/5.jpg]
[Blocked Image: http://web.telia.com/~u71301303/dm_archt/Update_6/6.jpg]
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That new area looks very similar to this level

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Quote from FrieChamp
That new area looks very similar to this level
http://www.mapcore.net/forums/viewtopic.php?t=6837Yes, it does...

Must be the lights and spotlights I think..
Hmm, but I'm not finished with that area yet so we will se how it looks when completed.
It was not my intention to make this area to look like dm_drift, shit happens...

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I wouldn't worry too much about looking like dm_drift, no offense to Dux of course but its been an established map style for ages. Of course the lighting etc you may want to tweak not to give anyone the wrong idea, but on the whole the map looks very promising

One final thing I would recommend is getting a theme going (sorry if this sounds patronizing or stupid) but if I were you I would work on adding something interesting (rain, fog, snow, technology, color, you name it) to set the map apart and give it a unique twist.
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Cool diddles holmes.
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Quote from FrieChamp
That new area looks very similar to this level
http://www.mapcore.net/forums/viewtopic.php?t=6837Well, first shot of this level looks similar (est lighting) to http://www.mapcore.net/forums/viewtopic ... 56&start=0
dux
+1
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Doesn't to me.
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Me neither.
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Back again!
I have been away for a few days. But now i'm back.

Today I have added a few new tunnels to connect certain areas.
And the gameplay was greatly improved by that. I have added more detail to the map. Specially around and on the floors.
I have also created custom soundscapes for the map. And right now I'm doing the final touches..
I'm going to add HDR lighting tonight and then do a full compile, so that me and some friends can try it out later tonight.
I think the map will be released within the next few days.
I'll post some screenshots with HDR lighting later today or tomorrow.
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Here are the new screen shots with HDR..

Some models went completely black in certain areas, and thats why i used r_drawothermodels "0" in some screen shots.
And in some areas I got minor light problems.
I'm fixing that right now and then I'll do the final compile when I have got the time.
The map is so big that it took me around eight and a halv hours to compile with -ldr -hrd -final.
And I have optimized it so that compile times should be as low as possible.
[Blocked Image: http://web.telia.com/~u71301317/dm_archt/1.jpg]
[Blocked Image: http://web.telia.com/~u71301317/dm_archt/2.jpg]
[Blocked Image: http://web.telia.com/~u71301317/dm_archt/3.jpg]
[Blocked Image: http://web.telia.com/~u71301317/dm_archt/4.jpg]
[Blocked Image: http://web.telia.com/~u71301317/dm_archt/5.jpg]
[Blocked Image: http://web.telia.com/~u71301317/dm_archt/6.jpg]
[Blocked Image: http://web.telia.com/~u71301317/dm_archt/7.jpg]
[Blocked Image: http://web.telia.com/~u71301317/dm_archt/8.jpg]
[Blocked Image: http://web.telia.com/~u71301317/dm_archt/9.jpg]
[Blocked Image: http://web.telia.com/~u71301317/dm_archt/10.jpg]
[Blocked Image: http://web.telia.com/~u71301317/dm_archt/11.jpg]
[Blocked Image: http://web.telia.com/~u71301317/dm_archt/12.jpg]
[Blocked Image: http://web.telia.com/~u71301317/dm_archt/13.jpg]
[Blocked Image: http://web.telia.com/~u71301317/dm_archt/14.jpg]
[Blocked Image: http://web.telia.com/~u71301317/dm_archt/15.jpg]
[Blocked Image: http://web.telia.com/~u71301317/dm_archt/16.jpg]
[Blocked Image: http://web.telia.com/~u71301317/dm_archt/17.jpg]
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Some parts look really interesting, while some, mostly the later ones in the last batch needs a lot of work, especially when it comes to detailing.
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Quote from Evert
Some parts look really interesting, while some, mostly the later ones in the last batch needs a lot of work, especially when it comes to detailing.
I'm not quite sure what you mean.. What areas need more detailing?
I had to remove all the props and models, crates etc.. in certain areas just to take the screenshots. The models where all black and they looked very ugly..
Im posting beta 2 as soon as i have uploaded it then you can try it out if you want to. =P
EDIT:
BETA 2: http://rapidshare.com/files/16424889/dm ... 2.rar.html
This Beta is a little buggy.. Afew models are completely black in some areas and if you walk in the darker areas, your weapon will become completely black. You have to switch it to get lighting back on it. I'm working on fixing this right now.
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Hai, looks coo.
[Blocked Image: http://web.telia.com/~u71301317/dm_archt/8.jpg]
I'd make the cones wider to match the size of the lamp shades.
And maybe he means this area:
[Blocked Image: http://web.telia.com/~u71301317/dm_archt/16.jpg]
Looks a little boring.
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Quote from MrBaracuda
Hai, looks coo.http://%7boption%7d
I'd make the cones wider to match the size of the lamp shades.
And maybe he means this area:
Looks a little boring.
Good point on the lamps there!
I know, that area is a little empty right now. And that is just because i removed the models there.. I have lots of crates, barrels etc down here.
And in the "blueish" light i have a healtcharger. It's not at all as empty as it looks like. Although i could add some more brush details to it..
Download beta 2 and look for yourself.. =P
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To follow Peris' lead...
I'd actually claim this shot as the most badass of the bunch:
[Blocked Image: http://web.telia.com/~u71301317/dm_archt/15.jpg]
There's a lot to be said for subtlety, and this shot I think by simply relying on the light coming through the skylights and the associated bounce has an atmosphere that actually beats the rest of the level, which gets a little heavy on saturation and color at points.
This is something Valve does extremely well - a ton of the level design in HL2 is incredibly simple, but the right light accents and radiosity pull it off in a way that looks better than the flashiest most detailed scenes in other games. I'm not suggesting you re-do the entire map to match this one shot, but it might be something to consider in some areas. The first shot Peris pointed out is another fairly strong one in this regard, though maybe a little on the saturated side (I think because you're coming out of that red room).
Also, I know some people commented on this shot before:
[Blocked Image: http://web.telia.com/~u71301317/dm_archt/17.jpg]
I think this is a fantastically awesome geometric idea and could be the strongest landmark in the map but the surrounding geometry doesn't support that very well (both literally and figuratively).
For starters, as awesome as the cut-through terrain is, the 8 (at best) unit lip at the bottom just doesn't cut it. I'd go for at least a 32 concrete support, like there's real effort going into keeping that ground up there. Ferret's general comment about thicker walls definitely applies, too; it's tough to know for sure without a real sense of scale but it looks like some of these walls and floors are in the 4 unit range, which is really way too thin - even in real-world building you'd not want to go thinner than 8 units for a wall, and typically in this sort of style you'd exaggerate things a bit more.
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I'd throw a lot more faces at some of those arches.

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