PogoP Posted August 23, 2013 Report Posted August 23, 2013 Been working a little more on this scene. Had a couple weeks off it because Cryengine was down and I wanted a break.. Going to be moving on to the rooms next and getting a bit more life into this. Want to do a lot with the lighting too, to get a lot more contrast into it. Plus, I want to work on the fog, get in some lightshafts, dirty up the floor... Add more props.. The list goes on, it's just finding the time to do it! ChA1NsAw, penE, selmitto and 2 others 5 Quote
selmitto Posted August 23, 2013 Report Posted August 23, 2013 a few cobwebs on the ceiling could be good to the atmosphere too Quote
knj Posted August 23, 2013 Report Posted August 23, 2013 I know you will work on side wood and floor but do smth woth window frame spec it to smooth at this point And do smth with the ceiling old fashioned gold lamps would be good Quote
colte Posted August 25, 2013 Report Posted August 25, 2013 Hi guys, I have been working on the map and I would appreciate some feedback! Quote
Sprony Posted August 27, 2013 Report Posted August 27, 2013 Earlier I posted some editor shots of this map. I listened to the feedback (thank you guys) and I made changes accordingly. This only shows the areas that are finished. Except for the last shot in which the hallway needs some extra light. Most of the map is done except for the lighting. Only one area left to build so expect some more screenshots soon. Feedback is always appreciated. Btw, yes, this is for good old Quake 3. Quote
Trempler Posted August 29, 2013 Report Posted August 29, 2013 Nice warm feeling i would love to play some q3 again xD Quote
mjens Posted August 29, 2013 Report Posted August 29, 2013 Warm lights could look nice with cold/neutral light from space. One light type right now makes it a bit boring. Also the architecture isn't the best what you can get from this theme:http://mpqarchive.pauked.com/index.php?view=viewscreen&shotname=misdm12-2.jpg&review_link=17507 Quote
Sprony Posted September 1, 2013 Report Posted September 1, 2013 Warm lights could look nice with cold/neutral light from space. One light type right now makes it a bit boring. Also the architecture isn't the best what you can get from this theme:http://mpqarchive.pauked.com/index.php?view=viewscreen&shotname=misdm12-2.jpg&review_link=17507 Do you have an example regarding the architecture/theme comment? I've looked good at several of the best Quake maps out there (Dead Memories, Slipgate Duplex) using this theme and borrowed from it. Quote
mjens Posted September 1, 2013 Report Posted September 1, 2013 Warm lights could look nice with cold/neutral light from space. One light type right now makes it a bit boring. Also the architecture isn't the best what you can get from this theme:http://mpqarchive.pauked.com/index.php?view=viewscreen&shotname=misdm12-2.jpg&review_link=17507 Do you have an example regarding the architecture/theme comment? I've looked good at several of the best Quake maps out there (Dead Memories, Slipgate Duplex) using this theme and borrowed from it. Sure: Screen 1: scene is very isolated, how about some rocks, radars, antennas, buildings etc. Also it's 100% orange. You could make a fake "skylight" to touch the top of the walls, then the orange ones could be a bit more weak so some nice gradients would came up Screen 2: lighting is flat, try some smaller point lights to show a bit of darkness, use some shadows. The crates looks a bit naive, who would place them like that (so much space between them)? How about some details like construction pillars, supports, maybe one more texture on wall (electric box, cables, detail). Maybe some crate shelves? This could be interesting. Screen 3: Lighting again. Try deleting the top light, use bottom one to create nice mood. The bottom light should only "touch a bit" of ceiling (it means that the light should lit it a bit, not even 50% of its power). You can invert it and then remove bottom lights, make a strong spot light from the top lamp and then bounce it a bit through the corridor). Also how about something cool on the texture or a bit different brushwork? Just to make it less flat, force light to bounce and create dark spots. This will be more readable. Screen 4: This one is fine, I really like how you've shown the silhouette of the main pillar, the computer details are great, logos also, shadow under the balcony (a bit to dark maybe, I prefer less dark spots or maybe to show a bit of gradient from weak light to blackness, not just BAM! DARK! ) Thrik, Sprony, selmitto and 1 other 4 Quote
Vilham Posted September 1, 2013 Report Posted September 1, 2013 had a little time to work on cs_mass a bit more: CT spawn is now in the centre, its a little more open so there are less places to hide as T's when the hostages are being retrieved, there is a stair entrance to the sewer and a manhole thinking of adding a tunnel entrance on the far right of that picture, link down to the catacombs below. probably hang off on that for now though, don't want to make too many routes atm. At some point I need to figure out how i'm going to get models for the more ornate parts of the church like the pillars and windows. wink wink, nudge nudge... knj and Thrik 2 Quote
Sprony Posted September 2, 2013 Report Posted September 2, 2013 Warm lights could look nice with cold/neutral light from space. One light type right now makes it a bit boring. Also the architecture isn't the best what you can get from this theme:http://mpqarchive.pauked.com/index.php?view=viewscreen&shotname=misdm12-2.jpg&review_link=17507 Do you have an example regarding the architecture/theme comment? I've looked good at several of the best Quake maps out there (Dead Memories, Slipgate Duplex) using this theme and borrowed from it. Sure: Screen 1: scene is very isolated, how about some rocks, radars, antennas, buildings etc. Also it's 100% orange. You could make a fake "skylight" to touch the top of the walls, then the orange ones could be a bit more weak so some nice gradients would came up Screen 2: lighting is flat, try some smaller point lights to show a bit of darkness, use some shadows. The crates looks a bit naive, who would place them like that (so much space between them)? How about some details like construction pillars, supports, maybe one more texture on wall (electric box, cables, detail). Maybe some crate shelves? This could be interesting. Screen 3: Lighting again. Try deleting the top light, use bottom one to create nice mood. The bottom light should only "touch a bit" of ceiling (it means that the light should lit it a bit, not even 50% of its power). You can invert it and then remove bottom lights, make a strong spot light from the top lamp and then bounce it a bit through the corridor). Also how about something cool on the texture or a bit different brushwork? Just to make it less flat, force light to bounce and create dark spots. This will be more readable. Screen 4: This one is fine, I really like how you've shown the silhouette of the main pillar, the computer details are great, logos also, shadow under the balcony (a bit to dark maybe, I prefer less dark spots or maybe to show a bit of gradient from weak light to blackness, not just BAM! DARK! ) Now that's feedback. Thank you! Quote
BaRRaKID Posted September 2, 2013 Report Posted September 2, 2013 (edited) Earlier I posted some editor shots of this map. I listened to the feedback (thank you guys) and I made changes accordingly. This only shows the areas that are finished. Except for the last shot in which the hallway needs some extra light. Most of the map is done except for the lighting. Only one area left to build so expect some more screenshots soon. Feedback is always appreciated. Btw, yes, this is for good old Quake 3. Personally i would remove the lights from the stairs in the first pic and add a secondary colour to the map to accentuate certain areas and make the map look less less repetitive. Maybe use a different colour for the lights in the doors/entrances to make them more visible. But i really like this, gj. Edited September 2, 2013 by barrakid Sprony 1 Quote
Sprony Posted September 2, 2013 Report Posted September 2, 2013 Thank you all. Here's some more. Lighting is experimental and thus temporary. I have your feedback in mind. Quote
FMPONE Posted September 3, 2013 Report Posted September 3, 2013 That's looking very cool! Sprony 1 Quote
mjens Posted September 3, 2013 Report Posted September 3, 2013 Wow, that's moody! Stairs have a bit to much lights. You can go this way and add more glow from the lights but it will loook nice when glowing in the dark. Right now there's no darkness on staris so there's no need to light it more. Also there's a subtle version of the idea, for me it's more moody and interesting. Good job! You made me want to finish my MatSP3, it's waiting to be finished since ~2006 Sprony and Thrik 2 Quote
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