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  3. BlueCoatKarma

Posts by BlueCoatKarma

  • WIP in WIP, post your level screenshots!

    • BlueCoatKarma
    • February 3, 2007 at 10:18 PM

    It's spelled "ton" in the U.S., "tonne" in most other places I think.

    Both words come from French tunne. It's either 2000lbs. or 2240lbs (~1000kg), depending on if it's a short or long ton(ne).

    I agree it might fit in better if it were a bit grimier, but the warehouse doesn't look all that grimy to me. The only real giveaway is that there's a light out, so... yeah. Also, sometimes equipment is kept in good condition for maintenance reasons when everything else looks bad.

  • Map Prop_static Problem

    • BlueCoatKarma
    • December 24, 2006 at 5:29 PM

    You could try faking the railings' light origins or disabling shadows on them to see if that fixes it. That doesn't sound like a great "solution" though.

  • El Paso [Outlaws&Lawmen] (updated 17 jan)

    • BlueCoatKarma
    • November 10, 2006 at 8:36 PM

    I like the sand idea. I think, however, that the wood should be grayed out more - like it's been bleached by the sun and sand. More like the floor-on-the-roof than scaffold-on-the-front.

  • WIP in WIP, post your level screenshots!

    • BlueCoatKarma
    • October 12, 2006 at 7:11 PM

    I really like the ledges beneath and above the doors and windows - very authentic. It's cool to see some traditionally-American architecture in Source, instead of the typical European stuff we saw in HL2 and countless maps for its mods.

  • El Paso [Outlaws&Lawmen] (updated 17 jan)

    • BlueCoatKarma
    • October 4, 2006 at 2:27 AM

    I really like the floor texture. Perfect.

  • El Paso [Outlaws&Lawmen] (updated 17 jan)

    • BlueCoatKarma
    • October 3, 2006 at 6:59 PM

    These shots look really fresh and original, and I like the architecture a lot. The materials fit very well with the architecture. The outside looks amazing.

    But... there's a lot of brown. Maybe this is what you're going for, but you might consider at least trying some other art directions.

    A big part of this might be that all your wood is similar in tone, and it's all very "chocolaty" - I think the color is maybe a bit too dark and rich considering the setting. This is highlighted by the fact that the modeled props and furniture have a more natural and brighter color, which makes them all look slightly out of place in my opinion. If you are attached to this color, consider making it look like it's been stained that shade, in which case it would be shiny and maybe even darker. Don't do this too the floor though (again, would make the furniture look out of place) - maybe just to the trim or something, especially on upper floors. Otherwise, I'd consider making some of it grayer (for a weathered look) or lighter (for a "just built" look). In either case, it might give more variety to some of your hall shots.

    You also might stain the floor of the saloon - even more so than the walls, it suffers from a general "wow, there's a lot of brown there without much distinction." In fact... if you just saturated that texture and added a steeper normal map so the boards are clearer, I think it would set off the walls more and add depth to the scene.

    On the (presumably) second story, I would try getting rid of some ambiance and focus on making it clearer what the light sources are. There's nothing bright about these hallways, so light shouldn't be bouncing around enough to make it so diffuse. I think the ceiling texture there might be a good candidate for a stronger normal map too - combined with more clear-cut lighting, it might look really cool.

    Obviously I wouldn't make these changes without more feedback on the issue, and ultimately it's up to your taste. Just some thoughts.

  • dm_metro

    • BlueCoatKarma
    • August 20, 2006 at 2:37 AM

    Looks pretty good. Here's some specific criticism (obviously it's up to you - take it or leave it.)

    In the first shot, it's too obvious that the rails are brushes, especially since you used the same thing (copied+pasted) on both levels. Also, what's the access like to the platform on the right side of the shot? If it is a platform, it should have details (like a yellow caution line) and a railing like the other side does. If it isn't a platform, what is it? Right now it seems like a convenient path with very little detail and a big pipe at one end. The collapse looks pretty good though, I have to say.

    The second shot is too grungy and concrete-y. If this were a train station or subway you'd expect tiles, not just bare concrete in a lobby/waiting area. You can get away with concrete down below on the platforms (first shot) but not in an open area. Make this distinct from the rest - add some windows or turn the lighting way up and make this area brighter. Make players nostalgic for the station's glory days or something. It's totally up to you, but I think the "was pretty at one point but now it's covered in dirt" look would serve you better in this area. Also, add some sides to the arch up above in the background - it looks a bit HL1-ish right now. Consider raising up the horse statue on a pedestal (not higher than 64 units though or people can't see over it) and putting the benches around it it in a circle with just a couple of them "broken" - the way they're strewn about right now seems a bit excessive. Visually the floor is okay, but game play-wise I think having something in the middle would make things more interesting. Overall, the rest of the geometry is pretty good.

    Shot three/four arenice and distinct with geometry and lighting. It's very blue-gray, but that might be okay if this is a small area. If those are stairs going down in the back right side of the shot, consider adding railings on the sides. Is there stuff underneath the grating? Maybe add steam coming out, or different lighting beneath the grate. Also, why is there a grating in the middle of the floor? Maybe try to add a visual cue hinting that this area was accessible at one time; that there was a grating for a reason. Maybe the pipes could even come up through it and you could move it next to a wall. You need something to break up the ceiling a bit here, even if it's only vents. What's powering that light by the way? Also, consider turning up the brightness on those lights or turning down the ambient blue-ness. Replace the DO NOT ENTER sign with a caution sign - it's too obviously a road-sign. Finally, the wall texture makes no sense. Why is there a grimy water-line a foot off the ground? (Although that could have a place somewhere else if part of the abandoned station is flooded.)

  • de_malta

    • BlueCoatKarma
    • May 29, 2006 at 10:15 PM

    I like the green on the buildings.

  • Shattered Gordon...

    • BlueCoatKarma
    • May 29, 2006 at 2:16 AM

    Yeah, I have an ATI card and I'm getting this too.

  • [WIP] Dm_cloudcity (updated 2006-09-05) (Final beta)

    • BlueCoatKarma
    • April 17, 2006 at 6:43 PM
    Quote from misterbister

    Heres a list of things that i WILL change/add with the final version:Sounds (Ambients and stuff, everywhere)

  • [WIP] Dm_cloudcity (updated 2006-09-05) (Final beta)

    • BlueCoatKarma
    • April 17, 2006 at 2:57 AM

    Nice. You might be aware of this stuff, but it can't hurt:

    Dev Textures:

    [Blocked Image: http://img160.imageshack.us/img160/1760/dmcloudcitya7400006wi.jpg]

    [Blocked Image: http://img215.imageshack.us/img215/4089/dmcloudcitya7400052gg.jpg]

    [Blocked Image: http://img68.imageshack.us/img68/670/dmcloudcitya7400088je.jpg]

    [Blocked Image: http://img215.imageshack.us/img215/2034/dmcloudcitya7400101xp.jpg]

    [Blocked Image: http://img215.imageshack.us/img215/1232/dmcloudcitya7400030qt.jpg]

    Not sure what's going on here. It seems like the animated texture that looks more distant is actually closer than the texture that is bigger/more detailed:

    [Blocked Image: http://img66.imageshack.us/img66/6990/dmcloudcitya7400013am.jpg]

    Not sure if there's anything you can do about this, cuz the reflections from cubemaps don't really get dim enough, but the transition to black texture is obvious in your elevators:

    [Blocked Image: http://img215.imageshack.us/img215/4202/dmcloudcitya7400041rp.jpg]

    This texturing just looks really weird to me. I think you need something at the top of the ledge so the fact that this is just a normal mapped texture isn't so obvious.

    [Blocked Image: http://img220.imageshack.us/img220/2637/dmcloudcitya7400068pw.jpg]

    This texture seems really stretched and kinda out of place:

    [Blocked Image: http://img220.imageshack.us/img220/7927/dmcloudcitya7400124ev.jpg]

    This texture is aligned badly:

    [Blocked Image: http://img220.imageshack.us/img220/3475/dmcloudcitya7400135bz.jpg]

    Maybe I don't spend enough time looking at outdoor maps with mat_wireframe on, or maybe this is unavoidable, or maybe this is legitimately scary:

    [Blocked Image: http://img220.imageshack.us/img220/2530/dmcloudcitya7400111az.jpg]

    This map is totally "walk-around-able" and for the most part it looks great, but I don't want to think about trying to play it with other players running around and "throwable objects" added in.

  • ss_dawn

    • BlueCoatKarma
    • April 13, 2006 at 9:51 PM

    Agreed with everything that's already been said.

    And your city skybox has a nuclear cooling tower in it - why?

  • WIP in WIP, post your level screenshots!

    • BlueCoatKarma
    • March 12, 2006 at 6:00 PM

    It's not just a VRAD problem, it affects performance in-game.

    Look at the wireframe screenshots part way down in this thread:

    http://%7boption%7d

  • WIP in WIP, post your level screenshots!

    • BlueCoatKarma
    • March 9, 2006 at 5:09 PM

    It looks great, but I have to ask, how's the performance there? Aren't the lightmaps really small to get those nice shadows from the skylights?

  • de_corse

    • BlueCoatKarma
    • February 4, 2006 at 11:51 PM

    Obviously, the map looks great. It didn't take me long to figure out the map, which was nice. You did an amazing job blending the skybox into the "actual" outlying areas, and the sheer amount of custom content is amazing.

    I foresee some complications with the bushes not being solid though. It seems like there's the possibility of players hiding inside them and basically being invisible. Of course, they're as difficult to see out of as they are to see into, but that I'm sure that won't prevent them from being abused. If it were me, I'd clip out the middle of them with a box.

    I agree with Phlek on that wall texture and with that area being too dark. As much as I wish they did, shadows don't seem to make gameplay more fun in CS. This area probably suffers graphically from the fact that (if I remember right) it's done with models, but performance-wise I'm sure this was necessary. I'd hit it with some fake ambient-lighting (as in not just light_env ambience).

    And (you might know this already) here's yet another area where you can get out of the map:

    [Blocked Image: http://img477.imageshack.us/img477/1685/decorsebeta00024fx.jpg]

    [Blocked Image: http://img151.imageshack.us/img151/9843/decorsebeta00010hp.jpg]

  • WIP in WIP, post your level screenshots!

    • BlueCoatKarma
    • November 6, 2005 at 10:51 PM

    Looks amazingly good. Nice atmosphere - the important thing is that it has to be in extreme contrast to the inside of Black Mesa, and I think you really captured that difference well. Soundscapes will be crucial here, of course.

    Also, he said that the skybox (background) rocks are temporary.

  • CO_Paragon_beta (w/ download)

    • BlueCoatKarma
    • June 18, 2005 at 7:16 AM

    Wow... this looks amazing. I've often though that if people ever push Source the way NS mappers (like on this map) have pushed the HL1 engine, it's going to be incredible.

    I prefer NS to CO, but still - this looks great.

  • [WIP] de_dam UPDATED 6-10-05

    • BlueCoatKarma
    • June 11, 2005 at 5:21 PM

    This has improved a LOT since you first started working on it. The roof of the building looks amazing.

    The interior office-type shots are a bit off I think. The prop placement is awkward: some places seem too empty and some places have unrealistic and pointless placement.

  • Venice Redux [updated]

    • BlueCoatKarma
    • June 7, 2005 at 9:09 PM

    I dunno... I don't think it's saturation you need in your light_environment, I think it's brightness. There aren't a lot of direct-sunlight maps - sunsets and dusk are popular, but you might try putting this with really intense sun. You don't have much to lose trying multiple light_environment settings anyway - except the time to compile.

  • {WIP} DM_Caves

    • BlueCoatKarma
    • June 6, 2005 at 7:40 PM

    If you turn up the ambience on your light environment, you will lighten up your cave.

    Keep in mind standard scaling in HL2 and CS is at .25 - 1/4 normal size as opposed to double normal size like in your map.

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