Skacky Posted January 18, 2013 Report Posted January 18, 2013 Oh yeah I totally get what you're saying fmpone. I reduced the atmospheric values for the spotlights since (from 1 to 0.25) and it looks way better now while still having a slight hazy look. Thanks for the feedback! 3Dnj, on the contrary I find Spark really simple so far. I mainly use the line tool with the perspective view and pretty much nothing else for the moment save the occasional rectangle. Or you're maybe talking of gameplay design and on this case I agree, designing a good NS map has always been really hard and I've failed many times. Quote
ElectroSheep Posted January 18, 2013 Report Posted January 18, 2013 Yes I talking about gameplay. I have a plan of map for ns2 (I have tons of plan of map I will certainly not make) but I think it's hard to make an equilibrate map because of the two team differences. Is already hard in TF2 so... Quote
PhilipK Posted January 19, 2013 Report Posted January 19, 2013 That looks great in general, but I agree with FMP. If you'd tone down that fog and bloom quite a bit it'd feel a lot better probably. Right now it's easy to point it out as a separate element, if it was just subtle enough where you can't really tell it's there, but it makes a big difference if you remove it I think you've hit a good spot. Quote
Skacky Posted January 19, 2013 Report Posted January 19, 2013 (edited) True, true. I have toned it down since and it looks a lot better, but I still have a small issue. This is for FMPONE or dux or anyone who knows about Spark. I have noticed that I have some really annoying bloom-ish effect even if I remove the atmospheric values from my spotlights, which may cause an additional and unintentional foggy effect; this is especially visible when I add a skybox texture as it becomes extremely bright and washed-out. Is there a way to tone this down too, or is this something specific to the editor? Edited January 19, 2013 by Skacky Quote
ElectroSheep Posted January 19, 2013 Report Posted January 19, 2013 Nor really impressive but juste a start from the """"remake"""" of my first source map on cs go. i will use some black mesa content : ⌐■_■ 1 Quote
FMPONE Posted January 19, 2013 Report Posted January 19, 2013 (edited) True, true. I have toned it down since and it looks a lot better, but I still have a small issue. This is for FMPONE or dux or anyone who knows about Spark. I have noticed that I have some really annoying bloom-ish effect even if I remove the atmospheric values from my spotlights, which may cause an additional and unintentional foggy effect; this is especially visible when I add a skybox texture as it becomes extremely bright and washed-out. Is there a way to tone this down too, or is this something specific to the editor? I'm pretty sure bloom is permanent, iirc Experiment with different color tones and lower brightnesses to compensate? Just an idea Edited January 19, 2013 by FMPONE Quote
Fuzyhead Posted January 19, 2013 Report Posted January 19, 2013 Just a small one-day project I made for university- nothing innovative D3ads, ⌐■_■ and Squad 3 Quote
_gb Posted January 20, 2013 Report Posted January 20, 2013 Nor really impressive but juste a start from the """"remake"""" of my first source map on cs go. i will use some black mesa content : This shot had me thinking "Quake 2" for a moment before I really saw what it was. The colours. blackdog 1 Quote
D3ads Posted January 20, 2013 Report Posted January 20, 2013 (edited) Just a small one-day project I made for university- nothing innovative Like that a lot, is that Insurgency content or your own or both? The only thing that looks a bit off to me is the "wires" coming from the broken archway, they look a little too thin imho. Is that supposed to be Al-Sahrij in Morocco btw? Edited January 20, 2013 by D3ads Quote
Fuzyhead Posted January 20, 2013 Report Posted January 20, 2013 is that Insurgency content or your own or both? It's only cs:go content so far. Is that supposed to be Al-Sahrij in Morocco btw? Eh, no... just a random scene in Syria. Quote
D3ads Posted January 20, 2013 Report Posted January 20, 2013 Eh, no... just a random scene in Syria. Heh, Al-Sahrij is a place in Morocco Quote
Insane Posted January 23, 2013 Report Posted January 23, 2013 This is for FMPONE or dux or anyone who knows about Spark. I have noticed that I have some really annoying bloom-ish effect even if I remove the atmospheric values from my spotlights, which may cause an additional and unintentional foggy effect; this is especially visible when I add a skybox texture as it becomes extremely bright and washed-out. Is there a way to tone this down too, or is this something specific to the editor? Click "Perspective" and then make sure "Show Post Processing" is unticked. That will turn off bloom and atmospherics and so on. If the effect you are talking about is still there, it's probably the level fog. You can edit that using the fog controller entities, but I don't remember whether or not your changes will show up in the Editor. Quote
ElectroSheep Posted January 25, 2013 Report Posted January 25, 2013 The new look of the underground path from my map will be like this : Cleaner, a bit wider but still cluttered. I replaced the vent area by a second floor in this underground path. Quote
Puddy Posted January 25, 2013 Report Posted January 25, 2013 Total Precursor ripoff right there. Well in all seriousness it looks better than the current layout. I'm primarily looking forward to how you replace your vents. Quote
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