Schmung
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Everything posted by Schmung
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Bit of work on the celing and wall textures would be good. Maybe change those cables os theres some variation in how taut they are and have them only conneccting every other arch?
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Agreed. You got finished versions? They look pretty fun.
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Our beatiful lakeside cottages are available for as llitte as... Sublime, maybe a mite more wear and texture variation on those buildings.
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It looks a bit flat at present, some specularity and dramatic lighting should really help though. I think you could get away with using some stronger colours in thhere as well. Maybe white plaster in the main room and pink elsehwere? Not too sure about teh wooden floor eeither, maybe something darker? Really unique and sumptuous looking though. Nice.
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He must live in a very dull city..
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Hi LMD I'll second whats been said so far I think - at present it looks a mite drab and your skybox is too cluttered. I like your brushwork and the very 'busy' and complex buildings, but something seems to be missing. You need to find a way on injecting more colour into the map I think, lots of signs and stuff like. I'm guessing you'[re tryingg to stay away from the neon soaked rainy look, so you're going to find another way of injecting some life into things. You could maybe make it dusk/dawn? Or have it so theres' just been a rainstorm and there are puddles dotted around the place. Maybe some street vendors cart things as well?
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[WIP] Dm_cloudcity (updated 2006-09-05) (Final beta)
Schmung replied to misterbister's topic in Level Design
Awesome stuff! The first screen is so vibrant and full of life and colour. Loving it. Your warehouse could maybe do wwith a bit more colour in some of the textures there - maybe just use some trims or change the colour of the supports to make them stand out more. I too am not sure of the marble. Perhaps a differnt colour or some sort of design on it? Maybe just a box aroun d the cloudcity logo and then some use that blueish trim (which I think could do with being a bit darker) a bit more? -
Sounds good Got access to a UK server as well, so can swing a test session if need be.
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Looks like a promising start, think more open areas would definetly be nice, a field or something maybe to give the folk with rifles a chance. Maybe make some of those building on the street accessible so you can shoot down into the street as well. Some more war damage would also be good, maybe just one or two shelling holes to make it, as you said, look like the initial attack was underway. Dark, I'd love to make a nice desert map for DOD. Sadly, my first forays into source mapping have all been dire and my texturing skills are non existant.
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Really enjoyed the new maps. Didn't get much of a run on Colmar, but Jagd was good. The spawncamping issues is somewhat unavoidable due to the proximity of objectives to the allied spawn and the layour of the map, but it's a good laugh. Found myself camping near the allied spawn top stop them getting to the bomb we'd put on the half track.
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Get some trim on those interior walls. Outdoor lighting, now it's birghtened looks really bland. Have you got it pointing straight down or are you using ambient light or something horrible like that? Looks pretty damm good otherwise.
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Awesome! Looks great, really authentic. Hows the mod coming along?
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PES3 was about the pinnacle for me, just because I wasted so much time on the multiplayer aspect, hours and hours and hours were wasted at Uni by playing that game on a near constant basis. Is Winning Eleven 8 PES6? Not even sure what they're up to now, but I'll buy whatever the newest one is as it's always fantastic.
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Too dark, even on my uber bright works LCD. Definetly getting there though, maybe have some lights on in buildings to break things up a bit.
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warby presents: de_wanda 100% custom map for cs-source
Schmung replied to Warby's topic in Level Design
Yah, 'tis rather schizophrenic and some bits (like that zigzag ramp) just don't make much sense. Plus, as mentioned, the HDR bloom is eye searing in it's intensity. The textures and some bits of architecture are really nice though, so I think with a bit of tidying and reworkigng you could have something pretty cool. -
http://menagerie.tf/tsabash/aq2/ Did some Quake 1 levels as well. Googling for info just brought up an earlier page in this topic from when I first joined.
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LLooks dingy on my works LCD monitor. Maybe some lights above the doors and stuff?
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np, it was just a theorectical thing anyway, hammer doesn't work for me at present. Thanks for explianing though, that normalmapping thing might be useful.
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Fairly sure I get that, but is there a way to get around it without having your smoothing look ass? For instace, with square railings is there a way to project the lighting from a 'soft' version onto a model that has 'hard' edges so you get a smoother light gradient? Hope that makes sense. I'd provided images, but for some fucking reason mapcore doesn't work for me at home.
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Nice brushwork and atmosphere. Maybe a mite less blue?
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That is lovely. Really good atmosphere. Good luck getting those shadows sorted.
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Awesome. Helps that Vancouver is incredibly pretty though. I'm pretty sure I went past there a few times on the bus or something, the view looks familiar. If you've got a higher res one, any chance of an upload? Would quite like the left hand part as my dekstop BG.
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Sorry, I meant they never show a scene with him inside that lab stealing it. Would only ahve added 10 mins and could have been pretty cool IMO. Does anyone know if it was cut, or if it was never even made?
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I'll wait until a game I like requires one or it becomes cheap and widespread. Whichever comes first I suppose.
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Yeah, it built up to a climax and then nothing happened. Bit psih really. The fact you enver saw him get the Rabits foot was a bit of a pain in the proverbial as well. DEfintely worth a watch though.
