e-freak Posted October 3, 2006 Report Posted October 3, 2006 mh, why don't remake the cubemaps (should work, shouldn't it?) or replace the skybox with a black box (or will there be outside parts of the map?... no that would'nt fit on a rail, would it ?) Quote
D3ads Posted October 4, 2006 Report Posted October 4, 2006 I liked it better without the silly fog! Quote
Skjalg Posted October 4, 2006 Report Posted October 4, 2006 i guess you should up the value in the distance for the smoke Keep it,just not so much^^ Quote
spine Posted October 5, 2006 Report Posted October 5, 2006 Awesome work JeanPaul! Where has the red light gone, it needs another color now I think. The red light was a good touch, mabe just a little here and there would work. Quote
Belgarion Posted October 5, 2006 Report Posted October 5, 2006 add the red light back in, but don't make it 100% saturated. try 150 75 75 or something. just so it's not overpowering. and i'd also make the fog distance further, but keep the near distance. it should be very very gradual. frickin awesome btw. I think i remember seeing this a long time ago on hl2w Quote
Minos Posted October 5, 2006 Report Posted October 5, 2006 I have started to work on dm_avon again. I'm just too tired of putting too much effort into a map (My INS map consumed most of my free time in the last months) so I decided to retake this map. I know its a bit generic but as I said I don't wanna put too much effort into a new map. Quote
Spellbinder Posted October 5, 2006 Report Posted October 5, 2006 Whats the use to make a map if you don't put any effort in it? Quote
Minos Posted October 5, 2006 Report Posted October 5, 2006 I didn't say I'm not going to put any effort on it, I just said I'm not going to put as much effort as I did on my INS map I want to finish this map asap so I can finish my INS map on time. Quote
hamst3r Posted October 5, 2006 Report Posted October 5, 2006 With that sky, the light_env needs to be darker. And the pink lighting looks very fruity. Quote
Furyo Posted October 5, 2006 Report Posted October 5, 2006 It's with the street lights I have a problem. For one thing they're just too tall in comparison to your buildings. I have yet to see a street light that is THIS taller than any building in the vicinity. Beside, and that's lighting related, a street light this high probably would leave a more subtle halo on the ground, because of the height of the light source. The pinkish color on the ground right now looks right for a night setting, but not this one. Just my two cents. Quote
Meotwister Posted October 5, 2006 Report Posted October 5, 2006 I understand what you're trying to do with the pink lights but it may just be a little too pink atm. I think if the light_env was darker and the pink being a little more subtle than it'd look much better. Street lights do seem a bit awkward being that tall. Quote
Minos Posted October 5, 2006 Report Posted October 5, 2006 You guys are right about the light_env being too bright but my monitor was fucked It looked alright for me. I'll change that and fiddle with the pink lights now. Quote
PS_Mouse Posted October 6, 2006 Report Posted October 6, 2006 I gave in, I finally got around to mapping for source A corridor from what will become dm_barrage (much love to PhillK for the tex set) Quote
spine Posted October 6, 2006 Report Posted October 6, 2006 Nice to see Philps textures in a map. Good work Mino, a setting we all know a bit to well by now though... Looking good. Quote
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