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  3. OrnateBaboon

Posts by OrnateBaboon

  • cs palmrich

    • OrnateBaboon
    • August 19, 2005 at 2:03 PM

    Good stuff! This has the makings of an interesting, and instantly recognisable map. I really like the lighting, the contrast in shadows, the real world feel, and where the theme is going. Hopefully you will give it the time it deserves.

    Some constructive criticism.

    For me, the two focal points of the outside are the rocks that run around the level, and the raised building at the back. Because of this, they should have as much impact as possible. At the moment, the rocks look a little too smooth. So much more would be added to the map if they had a really jagged more “rock like” appearance. I also think that by putting in another layer of rock above and behind the existing stuff in certain parts would make the skyline more interesting, and give the area a more believable look.

    As for the main building, I think it would be a missed opportunity if it never had that “stand out” look to it. It already looks good, but it might need a bit more spice. It can be seen in many areas of the map, so I think it would be beneficial to make it look as interesting as you possibly can.

    The ground also looks as though it runs along the one plane. I can’t see any slopes or steps in any of the images. Adding some will make the map in general, look a lot more interesting. Also might be worth adding subtle displacements to the floor, especially in the car park.

    Telephone wires need to go somewhere, at the moment they only meet each other.

    Not really too sure about the curb that changes from red, to white, and then back to red again.

    The arched tunnel looks as though it could do with being more curved. Maybe use the arch tool to add more polys, and create the tunnel.

    Level could also benefit from adding a few curved or angled corners to the buildings.

    Otherwise, map shows loads of promise.

  • CS Source: de_arcticbase

    • OrnateBaboon
    • August 18, 2005 at 9:53 AM

    [Blocked Image: http://www.ornatebaboon.com/terroristspawn1.jpg]

    [Blocked Image: http://www.ornatebaboon.com/terroristspawn2.jpg]

    [Blocked Image: http://www.ornatebaboon.com/terroristspawn3.jpg]

    [Blocked Image: http://www.ornatebaboon.com/terroristspawn4.jpg]

    [Blocked Image: http://www.ornatebaboon.com/terroristspawn5.jpg]

    [Blocked Image: http://www.ornatebaboon.com/terroristspawn6.jpg]

    [Blocked Image: http://www.ornatebaboon.com/terroristspawn7.jpg]

    [Blocked Image: http://www.ornatebaboon.com/terroristspawn8.jpg]

    Some more images, but this time of the T spawn. The last lot of outside images were of the CT spawn point. All of the criticisms given for the last batch of pics also apply here. No work has been done on these areas since the earlier images, so please don't think we are ignoring the criticism! The areas will change a lot when they are worked on again.

    Shadows on the floor loot a bit lame at the moment, because the no draw brush has not been added underneath the displaced snow. Name will also change for certain.

  • CS Source: de_arcticbase

    • OrnateBaboon
    • August 4, 2005 at 12:36 PM

    von*ferret - You sound like an anti-crateite! I personally don't mind crates, but whenever something else can be used it will be. When talking about the busy stuff, I thought Minotauro and hamst3r were talking about the outside. The inside does look a bit bare, and lacks interesting lighting/props and detail on the textures. They look too clean for the type of thing we are going for as well. Good thing is, these areas are nowhere near final.

    As for the name of the map, this will probably change. We just did not want to show images of a map and call it de_snow, de_freeze or something. Finding a name is hard work! Name will come about as the map develops I hope.


    Still, the cars, trees and other stuff looking a bit strange in an arctic type place is not that strange. I think the reason for people thinking this might have something to do with the typical idea of what the arctic looks like. For example

    http://www.newnorth.ca/Pictures/pictures.html

    Here are many images of the arctic, yet thay are very different to what would probably instantly come to mind when the word arctic is mentioned. In fact, a few of those pics look as though they are from another planet! Agree with you about the giant open doors though. Maybe parts of the doors should be seen at the top of the frames to give the impression that everything can be closed to conserve heat etc.

    Also agree that the actual playable area itself needs to look interesting. Will work on this.

    RD - I suppose the clutter in the skybox and rest of the area is a matter of personal preference. I would not criticise de_morningstar for having brilliant eye candy sections. For me, these sections make me feel as though I am running around in a more believable environment. The outside street area and the swimming pool all add to the belivability and immersion. Without those bits, the map would lose some of its charm and realism. Same as de_prodigy, de_inferno, de_tides, in source. Lots of inaccesible areas, but for my taste, they add to the map. Ultimately, I think that eye candy sections are most interesting, simply because they are eye candy sections.

    Certainly agree with your point about freedom in maps. Karachi on 1. 6 had areas that could easily be detail, but were made into playable areas. This made the map one of the best ever!

  • CS Source: de_arcticbase

    • OrnateBaboon
    • August 3, 2005 at 2:55 PM

    Minotauro and hamst3r - I know what you mean. I have the same feeling when playing de_tides. Is a bit busy for my taste. Will remember this point.

  • CS Source: de_arcticbase

    • OrnateBaboon
    • August 3, 2005 at 1:54 PM

    Welcome Skybex!

    Friechamp,thats a new one! Some people have said it reminds them of James Bond Nightfire nightfire as well. I have never played either of them. We need to CS Source it some more I think. Glad you like the look so far though.

  • CS Source: de_arcticbase

    • OrnateBaboon
    • August 2, 2005 at 5:09 PM

    Reno - agreed, some of the buildings will be rotated. At the moment they are all bang on the grid, and move up in a similar kind of way. Some variation will certainly help.

    Fruchtzwerg - Nah, not Coldshell for Source. We wanted to make a map with a theme, but the HL2 textures are quite difficult to use in a way that does not seem generic/very HL2. As for the CS textures, they have been used so well in the official maps that to use them, and do them justice would prove very

    difficult. Hopefully the map will not look too HL2 or like any of the other maps, though some people have said that it reminds them of cs_office. Also, what town map are you referring to?

  • CS Source: de_arcticbase

    • OrnateBaboon
    • August 2, 2005 at 1:24 PM

    Brilliant feedback and comments guys! Just what is needed.

    Evert - I think part of the old school feel might have something to do with the crates. Not entirely, but I think this might be part of it. Most of the Source maps seem to favour props instead, and so this is what we will go for. I suppose crates are placeholder at the moment.

    |FRITZ| - Agreed. It is very uniform, and quite boring in places at the moment. Needs more colour. In fact, the lighting has not really been worked on a great deal. It has been more about getting brush work/props into the map first. There are some more complete inside areas, but the lighting is just awful. This is why the corridors have been shown instead.

    Tweaking lights is probably something that will be left for rooms that are nearing completion.

    Insta - What do you mean by complex exactly? A bit complicated maybe?

    Also, does anyone else have a problem with the street lights? I have never really seen them as a problem, but if other people find them strange as well, we will look into removing them.

    Daano - The name has been the most difficult part to determine! Not that the name is final. Finding a name for a snow map is very difficult indeed. So many have been taken from 1.6, and all the generic snow names sound a bit silly. Any suggestions, send them this way.

    With the blockiness, do you mean the layers of brushes that go round the level that are the same height?

    IR - Agree with the light and the bright spots. Some parts are a bit too dark, and look plain. Adding bright spots will also add a bit of variation to the plain snow. The "glued" look of the trees will also be addressed over all the map. In fact, it is something that I would never have noticed.

    jaardsi - Do you mean in general, or are you talking about certain lights?

  • CS Source: de_arcticbase

    • OrnateBaboon
    • August 2, 2005 at 9:48 AM

    Hello there. Me and fellow mapper Skybex have been working on a CS Source map for a while. It is still very, very work in progress, but it is at the stage where some of the direction can be seen.

    Feedback appreciated.

    [Blocked Image: http://www.skybex.com/de_arcticbase01.jpg]

    [Blocked Image: http://www.skybex.com/de_arcticbase02.jpg]

    [Blocked Image: http://www.skybex.com/de_arcticbase03.jpg]

    [Blocked Image: http://www.skybex.com/de_arcticbase04.jpg]

    [Blocked Image: http://www.skybex.com/de_arcticbase05.jpg]

    [Blocked Image: http://www.skybex.com/de_arcticbase06.jpg]

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