Lizard Posted April 22, 2015 Report Posted April 22, 2015 de_cargo CT spawn area: Pawl, ESToomere, cashed and 1 other 4 Quote
Lizard Posted April 24, 2015 Report Posted April 24, 2015 de_cargo Bombsite A: Radix, kikette, Deathy and 4 others 7 Quote
Single Posted April 26, 2015 Report Posted April 26, 2015 (edited) The map is almost finished, but I don't think it warrants a whole new thread, so I'll just post this here. I've made a spleef/floor-break map with an underworld/hell theme, called Nether or spleef_nether. For those not familiar, the point of the game mode spleef is to break the floor under your oponents, causing them to fall into a lava pit underneath the world. In this map, there are two layers of stained glass, which you can break using a variety of weapons, which are randomly assigned to everyone at the start of the round. It's not supposed to be stunningly beautiful; most mini-game maps I've seen aren't really pushing the limits of graphical fidelity. This is really just a smaller project in between larger projects. You can get it on the Steam Workshop here. Edited April 26, 2015 by Single RedYager, Squeebo, ashton93 and 1 other 4 Quote
RaVaGe Posted April 26, 2015 Report Posted April 26, 2015 (edited) In game, shitty lighting as always. I need some advices, i'm not really sure about the colors/looks It will be a huge industrial building next to the shore. Edited April 26, 2015 by RaVaGe Single, LATTEH, Evert and 11 others 14 Quote
TheGuma Posted April 26, 2015 Report Posted April 26, 2015 I need some advices, i'm not really sure about the colors/looks It will be a huge industrial building next to the shore. That looks amazing! RaVaGe and FMPONE 2 Quote
ElectroSheep Posted April 27, 2015 Report Posted April 27, 2015 2nd one !!!! El_Exodus, RaVaGe and Evert 3 Quote
Evert Posted April 27, 2015 Report Posted April 27, 2015 Agreed, second one. Third one also has great potential but would benefit of some more point lighty stuff =) RaVaGe 1 Quote
will2k Posted April 27, 2015 Report Posted April 27, 2015 In game, shitty lighting as always. I need some advices, i'm not really sure about the colors/looks It will be a huge industrial building next to the shore. While everyone is pointing to the 2nd one (big contrast and I somehow agree), the 1st one could also work with a bit more contrast between buildings and sky. If you could switch the environment lighting to a more orange version (sunset setting or even dusk), things would look better and building shapes will be more pronounced (couple that with some sharpening/contrast in the post process entity and you will be fine). I can see the setup totally working for a dock yard at sunset with a pier and lighthouse Bonne chance RaVaGe, ESToomere and AlexM 3 Quote
TheGuma Posted April 27, 2015 Report Posted April 27, 2015 In game, shitty lighting as always. I need some advices, i'm not really sure about the colors/looks It will be a huge industrial building next to the shore. Okay, so I gave it a thought after I saw your compile screenshots, why don't you use a sunny environment? Although I realize that you want to have moodier environment, I think that bright lighting and blue sky would give players happy and bright tone, as well as improve visibility in certain aspects (even though its not an issue). It would also give that summer feeling. Sort of Super Mario Sunshine esque ESToomere and will2k 2 Quote
will2k Posted April 27, 2015 Report Posted April 27, 2015 In game, shitty lighting as always. I need some advices, i'm not really sure about the colors/looks It will be a huge industrial building next to the shore. While everyone is pointing to the 2nd one (big contrast and I somehow agree), the 1st one could also work with a bit more contrast between buildings and sky. If you could switch the environment lighting to a more orange version (sunset setting or even dusk), things would look better and building shapes will be more pronounced (couple that with some sharpening/contrast in the post process entity and you will be fine). I can see the setup totally working for a dock yard at sunset with a pier and lighthouse Bonne chance To further elaborate on my point, when I saw your pics, I immediately thought of Dishonored, specifically the Hounds Pit area at sunset. I had this in mind when I recommended the sunset setting: You could go for a subtle sunset (orange-pinkish) or a pronouced sunset with LOTS of heavy orange I reckon both will work well with your architecture and mostly brown brick textures. Dishonored would be a great reference for your map RaVaGe, ESToomere and Deh0lise 3 Quote
RaVaGe Posted April 27, 2015 Report Posted April 27, 2015 (edited) pics Okay, so I gave it a thought after I saw your compile screenshots, why don't you use a sunny environment? Although I realize that you want to have moodier environment, I think that bright lighting and blue sky would give players happy and bright tone, as well as improve visibility in certain aspects (even though its not an issue). It would also give that summer feeling. Sort of Super Mario Sunshine esque Nah I want something rainny, there's enough sunny maps in tf2 already , it also gives a tropical mood that I really like, keep in mind that I barely put the env_ligthing and compiled right after, it still needs a ton of work. Edited April 27, 2015 by RaVaGe Quote
TheOnLY Posted April 28, 2015 Report Posted April 28, 2015 This is what we will (hopefully ) playtesting on sunday: T-Spawn and enterance to A (on the left: Same area - different view: To B- Ts coming from the left, CT from the right: B: The ugly A Vaya and Parkcityfan 2 Quote
VIOLATION Posted April 29, 2015 Report Posted April 29, 2015 1488, ElectroSheep, Squad and 14 others 17 Quote
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