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  3. OrnateBaboon

Posts by OrnateBaboon

  • Tmp_Lodge *about time update*

    • OrnateBaboon
    • April 20, 2006 at 2:09 AM

    Looks amazing. Very atmospheric. The dead man in the bath is a great touch. That must have been a very wild party.

    Construcive crits: The leaves on the floor in the first pic are all contained in the bottom part of the floor, yet there are none on the raised bits. I think the ladder leading up to the bed in the second pic is a bit blocky. Maybe the steps should be more inside the outer frame area. Another issue might be the holes in the wall, which seem to have a prepared look.

    Looks like a very seedy place. Some porn magazines could be a fitting detail.

  • CS Source: de_tropea

    • OrnateBaboon
    • April 20, 2006 at 1:47 AM

    Reno, I agree. Many of the areas don't have any evidence of human activity/wear and tear/real world stuff. I don't want to add these things at the moment, because if I remove whole buildings, then the time I would have spent adding decals, overlays, props and other details would be wasted. After peoples constructive criticism, I am bound to remove large parts, or heavily modify bits.

    Cheers James. Problem with doing a beta now would mean that I would have to sky the map properly. I know I am going to make big changes to what is already there, so it comes back to the time thing. Also, a couple of the areas have very little detail in them. I wish I could do a beta now and have it tested, but the map is in no fit state yet.

  • CS Source: de_tropea

    • OrnateBaboon
    • April 19, 2006 at 6:46 PM

    Another small update. Still lots of work needing to be done, but I will leave the decals, overlays, rubbish etc until the end of the map. Will also be removing the more obvious DOD stuff.

    [Blocked Image: http://www.skybex.com/de_tropea42.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea43.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea44.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea45.jpg]

  • CS Source: de_tropea

    • OrnateBaboon
    • April 15, 2006 at 3:51 PM

    Nico - I agree that I should put rubbish in more appropriate places. Will remember this. Angled stairs do look a bit blocky in the pic, but they are not quite as bad when running around as a player. Maybe modeling them as a circular set of steps could be good.

    James L - All valid points. I meant to change the upside down lights accross the map after atrocity mentioned them looking odd earlier on. These will definitely be removed.

    There are 3 lots of dustmotes there, and the effect is defenitely overdone. I never really noticed this. A reduction in the particles/colour and speed should improve the look.

    With the woodedn arches, I agree. At the moment they are kind of flung in. I will eventually change them in Max, and make them seem as though they are supposed to be there.

    The double doors thing is more for gameplay. I know its not ideal, but I think the map will play much better with them there.

    Thanks for the constructive criticism guys. Beta is some way off yet

  • de_static *RC VERSION DL* - updated 16/02

    • OrnateBaboon
    • April 15, 2006 at 1:46 AM

    Since the arches are such a prominent feature, I think that this is such a great improvment. Much smoother!

    In the same pic, I reckon that an actual roof with an overhang should be added rather than concrete. This would also make the nice green stains look more believable, because at the moment, the top is comparatively clean. On the left hand side of the tunnel, a door/eye candy area might work as well. In the more rocky areas where there are tyre stacks, rock models could be added. That way, the too many tyre stacks that Stolve metioned won't be an issue.

    Lots of leaves on the floor/hilly/inner compound sections could work as well. Looks like a very nice summers day.

  • Export Request

    • OrnateBaboon
    • April 14, 2006 at 3:38 PM

    I know very little about modelling, but have managed to edit, resize and fudge stuff in max, and compile them through this.

  • Export Request

    • OrnateBaboon
    • April 14, 2006 at 3:22 PM

    Working on another map as well as de_static? I think my head would fall off if I tried to work on two source maps at once. Have you tried Cannonfodders studio compiler?

  • CS Source: de_tropea

    • OrnateBaboon
    • April 13, 2006 at 10:53 AM

    Thanks for the comments guys.

    KIIIA - no custom content at the moment. Vast majority of the textures are cs_italy.

    Reno - I am trying to angle more stuff to make things look more interesting. Need to angle buildings inside the map as well. Not just on the outer edges.

    Minotauro - Yes, good point. When going round the map looking at peoples constructive criticism, I will remember this.

  • CS Source: de_tropea

    • OrnateBaboon
    • April 12, 2006 at 5:45 PM

    A small update showing changes to areas pimped already. Decals, overlays, rubbish, background buildings, proper displacements etc will be added when I am happy with the geometry. Constructive criticism appreciated. Water in the 4th shot will eventually blend into the skybox.

    [Blocked Image: http://www.skybex.com/de_tropea35.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea36.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea37.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea38.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea39.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea40.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea41.jpg]

  • No More Room In Hell Hiring!!

    • OrnateBaboon
    • April 12, 2006 at 1:17 AM

    Beautiful! I only wish we could click on those screenies to enlarge them. Visually brilliant. Does this have multiplayer deathmatch/team type stuff?

  • awp_monopoly

    • OrnateBaboon
    • April 9, 2006 at 11:00 AM

    I think this is worthy of a spotlight. Like Curman and Meotwister say, the originality and new content make it good enough. Not only that, but aim/fy style maps are usually pretty horrible to look at.

    AlexRoyce - maybe you should say what you don't like about this map, and why it is not worth a spotlight. This way you can still make your point, but also be constructive.

  • de_corse *final*

    • OrnateBaboon
    • April 8, 2006 at 2:08 AM

    The most amazing custom achievements I saw on CS 1.6 (in no particular order) were de_museum, de_karachi, cs_shogun, cs_industrywest, de_morningstar, de_valore, de_laguna, de_batcave, cs_rio and cs_bikini. From an achievment perspective, de_corse is definitely up with these maps.

    Truly brilliant job. The CS community must love it

  • CS Source: de_arcticbase

    • OrnateBaboon
    • April 3, 2006 at 10:36 AM

    We tried to find the problems with the map, and after a long while of looking, found out that it was the soundscapes that were causing the problem. All the time spent looking for the errors kind of killed our interest in the map.

    On the positive side, a new layout has been done for this type of themed map, though one which will allow for less old school geometry, and more interesting ideas. Should still be able to use some of the old stuff as well though. Nice to see people are still interested in this

  • CS Source: de_tropea

    • OrnateBaboon
    • March 27, 2006 at 12:22 AM

    Bic Bell, I agree. All the roads, pavements and curbs will be changed. I have changed a few of them already, and made them more bendy, and more bumpy. Just takes me ages to do a displaced area, after which I want to rip my hair out!

  • CS Source: de_tropea

    • OrnateBaboon
    • March 27, 2006 at 12:00 AM

    Cheers RA7, and thanks for the pimpage on Lanmaniax! Beta is a long way off though. Still loads of stuff to do. A couple of rooms need a ton of work done to them before I could even consider releasing a beta to check out gameplay issues.

    A couple of guys have said that they don't really like the castle bombsite. They think a round building looks a bit weird next to lots of square stuff. I just wondered if anyone had an opinion on this.

  • awp_monopoly

    • OrnateBaboon
    • March 26, 2006 at 11:54 PM

    Played this a few times now and it is loads of fun! Is really hectic, and can get very tense when it is just you and one opponent left. Glad that a good looking aim style map has been made for source. Great Homer Simpson easter Egg under the table as well.

  • CS Source: de_tropea

    • OrnateBaboon
    • March 25, 2006 at 6:53 PM

    Thanks for the feedback guys. A few wip pics of one of the bombsites. Castle will extend to the outside of the level, and over the river. Castle will also break when bombed. Also some new decals to brighten the place up. More modern than the stock ones.

    [Blocked Image: http://www.skybex.com/de_tropea30.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea31.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea32.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea34.jpg]

  • CS Source: de_tropea

    • OrnateBaboon
    • March 20, 2006 at 6:31 PM

    Cheers atrocity. I added the trashcan becaause it looks modern. I would like to date the map, so that it looks as though it is taking place in the present day. Could also change the colour of the skin on the tree to match the leaves if it is an issue. Lamp definitely looks odd!

    Some pics of inaccesable areas. I was wondering if anyone had any good ideas about things that could be added into these areas. There are quite a few of them, so I don't want to keep repeating myself. All ideas are welcome.

    [Blocked Image: http://www.skybex.com/de_tropea20.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea21.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea22.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea23.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea24.jpg]

  • CS Source: de_tropea

    • OrnateBaboon
    • March 15, 2006 at 11:27 AM

    Ahhh I see. So this will mean changing the colour of the trees skin. But don't some leaves go yellow before brown? I don't really know, but if this is a definite problem, changing the skin colour would be easy enough.

  • CS Source: de_tropea

    • OrnateBaboon
    • March 15, 2006 at 9:23 AM

    WhiteDevil - are you talking about how there should be yellow leaves on the trees themselves or the ones that are already on the floor?

    von*ferret - I agree. All of the buildings in the map are blocky at the moment. When I am happy with the shape of them and the way they fit together, I will angle the corners, or add extra geometry to get rid of the cube like feel.

    Zacker - will remove fences. Make no snse being there whatsoever!

    Meotwister - will definitely add displaced roofs when I am happy with the buildings. They make a huuuge difference. The first lot of pics are quite rough, and I am going to rebuild lots of the area. Looks a bit too old engine in places.

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