cashed Posted October 26, 2013 Report Posted October 26, 2013 (edited) some work on the hotel building Edited October 26, 2013 by cashed SamCom, AlexM and 2d-chris 3 Quote
FMPONE Posted October 26, 2013 Report Posted October 26, 2013 I hate to be "that guy" but the look of the map is just too similar to cs_italy for my taste. it doesn't do anything new visually kikette 1 Quote
UnknownPredator Posted October 26, 2013 Report Posted October 26, 2013 I agree with FMPONE and also those bricks that have "B" Sprayed on them should be changed as they don't look good Quote
KOLARI Posted October 27, 2013 Report Posted October 27, 2013 (edited) Some screenshots of a map I've been working on. Few might remember this as de_tibet from playtesting a while ago. Edited October 27, 2013 by KOLARI OrnateBaboon, 2d-chris, Mazy and 13 others 16 Quote
Sprony Posted October 27, 2013 Report Posted October 27, 2013 I love the skybox and it certainly is an original setting. I take it the obvious rock seam with the misaligned textures in screenshot 1 is a known issue? Quote
KOLARI Posted October 27, 2013 Report Posted October 27, 2013 Yes, I just haven't bothered with every detail just yet. I have done about only 20% of the map so far. Feedback for the visuals is appreciated tho. Quote
blackdog Posted October 27, 2013 Report Posted October 27, 2013 Yeah, i remember it! Looks nice, rooftops could use some more height variation I'd say. Quote
cashed Posted October 27, 2013 Report Posted October 27, 2013 @FMPONE I agree, just getting the first pass in then differentiating after with more reference. Quote
D3ads Posted October 27, 2013 Report Posted October 27, 2013 Awesome, reminds me of Tenzin's village in Uncharted 2! Quote
Sentura Posted October 28, 2013 Report Posted October 28, 2013 Looks really good, but why would terrorras bomb those poor monks? Very cry. blackdog 1 Quote
BaRRaKID Posted October 29, 2013 Report Posted October 29, 2013 Looks really good, but why would terrorras bomb those poor monks? Very cry. Rambo (http://rambo.wikia.com/wiki/Buddhist_Monastery) blackdog 1 Quote
Sprony Posted October 29, 2013 Report Posted October 29, 2013 It's been far too long since I posted an update so here are two WIP shots of the final area. I haven't done anything regarding the lighting yet. I did however implement a lot of 'Seir' suggestions. More computers, pipes, rocks, more open, etc. Quote
JeanPaul Posted October 29, 2013 Report Posted October 29, 2013 Honestly the metal walls were way better than the rock (your last post in wips) But if you really feel the need to keep the rock, give those pipes some transition geometry where they intersect with the rocks ChA1NsAw and Sprony 2 Quote
Sprony Posted October 30, 2013 Report Posted October 30, 2013 Honestly the metal walls were way better than the rock (your last post in wips) But if you really feel the need to keep the rock, give those pipes some transition geometry where they intersect with the rocks I post this to get honesty so thank you. Regarding the metal walls. I got a lot of comments about it being repetitive so I figured throwing a little rock at it would break that up. Your feedback is noted. Quote
mjens Posted October 30, 2013 Report Posted October 30, 2013 Booooring rocks - both brushes and textures. You need to make some edges to get some lighting diversity. The texture is a bit like handmade mud ball. Q1 textures had more "content", there was no bump or AO, it was a flat brush so LD should get most of it with diffuse and brush variations. I think you can stay with the rocks but make it more bad-ass, not just rocks on part of the building, you can add some nice detail that holds the stones on the top. That's a little story you can include, in Q3 nobody will tell you "no way, it's unreliable" but if you'll make something actually reliable then you'll hear "ok, that's ace!" Get some inspirations and references, make it less isolated, make a nice composition of the rocks, make it unusual! Pipes in rocks - no-way :> Maybe it will be too much but that room is what about? I know it's a Q3 level but what's the story of the room. You need to get the main idea of actually everything. I guess it's a teleport room so let's say "the room is about the teleport stuff", how about emphasizing it instead of making everything on the same level (without the dominant). I'll make you an overpaint Quote
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