Defrag Posted August 22, 2006 Report Posted August 22, 2006 Looks cool, but you've lost the contrast & sharpness that the Q3 version had Quote
Meotwister Posted August 22, 2006 Report Posted August 22, 2006 yeah idk what it is, I like the old version better atm maybe because of the newer versions lighting? everything kinda seems darker and bland in the new one. That shouldnt be too hard to fix though. I really like the sky in the new map's first shot. If its one thing I appreciate its a realistic sky. unless thats a stock sky and I'm just dumb. . o_0 Quote
von*ferret Posted August 22, 2006 Report Posted August 22, 2006 In the conference room the dark, basicaly black, panels are not being lit for some reason. Basicaly its supposed to be a dark wood but its not coming across well in that area. I'll fix it tommorow morning. Quote
Bic-B@ll Posted August 22, 2006 Report Posted August 22, 2006 cool if you can afford it, you should increase the lightmap size on that floor, would make the lighting look awesome, even better if you put some of those fancy light rays. that table in the second shot just looks silly because its so huge, its completely impractical, plus it looks like it's floating and lacks in anything on the surface (phones, pens, lights, papers) i love the lights in the ceiling too, they look greay, but the rays coming out look a bit overdone, they need to be more subtle Quote
von*ferret Posted August 22, 2006 Report Posted August 22, 2006 i'll do a final compile tommorow night with a smaller lightmap. The table is HUGE, thats how they do it Quote
Bic-B@ll Posted August 22, 2006 Report Posted August 22, 2006 maybe megaphones would be a nice touch on the table Quote
hessi Posted August 22, 2006 Report Posted August 22, 2006 i'll do a final compile tommorow night with a smaller lightmap. The table is HUGE, thats how they do it onoz. ferret please make the lightmaps bigger so that there the shadows are harder. rest looks good. maye some details on the table or in these glass boxes would pimp the scenery a little bit up Quote
Bic-B@ll Posted August 22, 2006 Report Posted August 22, 2006 i love the way the floor design ties in with the window in the first picture too* Quote
Meotwister Posted August 22, 2006 Report Posted August 22, 2006 everythings good except that blatant orange wall in the background of both shots. anything worth saying about it has been said so... Lookin good man! Quote
Minos Posted August 22, 2006 Report Posted August 22, 2006 That looks awesome ferret I'd replace those point_spotlights with env_glows though. Quote
von*ferret Posted August 22, 2006 Report Posted August 22, 2006 envglows love to assplode on me. I wish there was a way to control how bright they can get and stuff. I admit I should spend a day or two just mastering them. Quote
kleinluka Posted August 22, 2006 Report Posted August 22, 2006 why is everything a box? i think it needs more creative design than what you have right now... more interesting composition and shapes... Quote
Minos Posted August 22, 2006 Report Posted August 22, 2006 envglows love to assplode on me. I wish there was a way to control how bright they can get and stuff. I admit I should spend a day or two just mastering them. Use env_sprites with a glow sprite and render mode set to "world space glow" instead Quote
von*ferret Posted August 22, 2006 Report Posted August 22, 2006 you rock mino klein its an office. Quote
dissonance Posted August 23, 2006 Report Posted August 23, 2006 same map from earlier, working on a sequence where a strider busts up a house with you in it. critique welcome Quote
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