DvS Posted June 13, 2008 Report Share Posted June 13, 2008 Thought I'd stop spamming the wip screenshot thread and start my own. This is what the map textures looked like: And this is what I'm trying out at the moment. It is pretty cheap, a blend between the cutout filter and some other stuff + a new normal map, but I can't help but liking it for some reason. I cropped out the textures that I haven't changed yet, they will require more work so if I end up going back to the other texture style, I won't lose as much time. Feel free to add input. Still orangemapping the layout, nothing concrete yet. Also, taking suggestions for names, cp_dust = no Quote Link to comment Share on other sites More sharing options...
Freak Posted June 13, 2008 Report Share Posted June 13, 2008 i like it Quote Link to comment Share on other sites More sharing options...
Deathy Posted June 13, 2008 Report Share Posted June 13, 2008 Looks nice so far! What about cp_orient or cp_oriental? Quote Link to comment Share on other sites More sharing options...
Zeta Posted June 13, 2008 Report Share Posted June 13, 2008 pl_orient is my chinese themed wip map so im going to vote no to that name. Quote Link to comment Share on other sites More sharing options...
Deathy Posted June 13, 2008 Report Share Posted June 13, 2008 pl_orient is my chinese themed wip map so im going to vote no to that name. Oh sorry, didn't know that. :-| Quote Link to comment Share on other sites More sharing options...
Freak Posted June 13, 2008 Report Share Posted June 13, 2008 cp_tilistic Quote Link to comment Share on other sites More sharing options...
Psy Posted June 13, 2008 Report Share Posted June 13, 2008 Looks nice. Are these made from scratch or reference images? Quote Link to comment Share on other sites More sharing options...
DvS Posted June 13, 2008 Author Report Share Posted June 13, 2008 Looks nice. Are these made from scratch or reference images? Ref pics, yes and no. When I look at them now they don't really resemble what I have at all. Trying to get the look right, it doesn't seem to want to fit in nicely. The last texture worked close up, but tiled really badly with the chipped corners. EDIT: Progress, I hope.... Quote Link to comment Share on other sites More sharing options...
DvS Posted June 14, 2008 Author Report Share Posted June 14, 2008 Red lines mark the setup doors that open simultaniously. Feel free to make suggestions. Quote Link to comment Share on other sites More sharing options...
Psy Posted June 14, 2008 Report Share Posted June 14, 2008 Too many small corridors I would say. Quote Link to comment Share on other sites More sharing options...
Jenn0_Bing Posted June 14, 2008 Report Share Posted June 14, 2008 I'm digging that new texture, but i will say i feel the "brush strokes" are a little too small and noisy. Valves textures have a very flat diffuse, then the detail is added with detail maps over the top and depth with normal or ss_normal maps. As for the layout, i think it looks interesting. But i agree it looks a little corridor heavy at the moment. Quote Link to comment Share on other sites More sharing options...
e-freak Posted June 14, 2008 Report Share Posted June 14, 2008 the new texture is ace. very tf2sh Quote Link to comment Share on other sites More sharing options...
PogoP Posted June 14, 2008 Report Share Posted June 14, 2008 Those sticking-out bricks need to be pulled in by 8 units or so. As they are at the moment, they are just floating in mid-air! Quote Link to comment Share on other sites More sharing options...
DvS Posted June 14, 2008 Author Report Share Posted June 14, 2008 Upper bit changed, lower stayed the same for comparison. Thanks for the suggestions! I'm digging that new texture, but i will say i feel the "brush strokes" are a little too small and noisy. Valves textures have a very flat diffuse, then the detail is added with detail maps over the top and depth with normal or ss_normal maps. I thought about replicating valve's style exactly, and while I could do it eventually, I don't think it's artistically sound to do it the same exact way. The new texture may be too noisy due to a sharp normal map though. the new texture is ace. very tf2sh Thanks Those sticking-out bricks need to be pulled in by 8 units or so. As they are at the moment, they are just floating in mid-air! Nice catch, hadn't noticed Quote Link to comment Share on other sites More sharing options...
PogoP Posted June 14, 2008 Report Share Posted June 14, 2008 Actually, I don't think they are floating in mid-air, but it does look that way. I would try pulling them in by 8 units and seeing how that looks. Quote Link to comment Share on other sites More sharing options...
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