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[Crysis] Storm


Falc

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Hello MapCore!

I want to show off my Mod/Level called "Storm", wich is my first serious Mapping Project (I did some unimportant stuff in Source before). The Map is now in development for a year, and I think the time is come to show this in a more professional forum than crymod. :)

update2z3hc.jpg

(Picture below is WiP)

yeahheql9.jpg

update1f365.jpg

(Picture below is WiP)

faiarqmm2.jpg

My aim is to Create a unique Experience of Rain and Darkness. Currently, I am working on the Gameplay wich is focused on Stealth, and do stuff like C++ and LUA to get all of my ideas into the Project.

I hope for good feedback and criticism! :)

Falc

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Thanks for that Feedback guys!

@JeanPaul : Thanks! I'm unsure what do you mean exaclly, In any case I have disabled the additonal sharpen filter.

@FrieChamp : My acaully Story is about a hostage rescue. You play a guy called "Stigma" and your aim is to secure the hostages where taken by the Koreans, aftter a mysterious crash of a VTOL ( theses hoovering aircraft, picture of the crash included in my post above). In case of Coding : Storm will be a first-person stealht game. While the developing I experimenting with third and first person. I noticed that Third Person gaves you a better fairniss for the gameplay (because had a much better overall view), but a firstperson just fits better to a experinced focused mod like Storm. So I decided to code a Heartbeat Sensor (acaully working pretty well). But not like that one in MW2 or Rainbow Six, a more subtile way. My version just shows you that there is something in the raw direction where do you aim to. In case of lua, well the curent AI of Crysis acts too unfair for a stealth game. I modified the AI behaovirs (where are written in LUA) to fix this.

@e-freak : Thanks, I am planning a gameplayvideo at the end of the month.

@Seldoon182: Much thanks, I appreciate that. :)

More screenshots soon, but I currently have some problems with Sandbox2, so please have some patience. :)

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  • 3 weeks later...

Okay some new Picturs, i'm still not done with all the stuff I want for the Video. :(

update1.jpg

update2.jpg

update3.jpg

The First one is taken at the Koreanoutpost (wich will be featured in the gameplay video). The Latern you see is complety physicalized and moves with the wind, wich makes a pretty cool effekt. :)

Second one is taken at the entrance Actionbuble. I like the idea of a smooth trasition between rasing Storm/Sunset/Low Contrast/Yellowish Colors and Heavy Storm/Nighttime/High Contrast/Blueish Colors.

Last one is a reworked version of the Picture I already take. I add a couple of objects and worked on the placing of the objects.

Hope for some Feedback and Criticism. :)

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The 2nd one has a lot of potential, love the composition!

There's a bright light shining in the cave though so there should be more contrast. A thin beam would be nice as well but don't overdo it.

Not that it's that bad or anything (au contraire!), it's just missing that final little touch... Well, imo... :P

About the 3rd, I think you should go in between what you did before, and now. As far as lightness/darkness is concerned. The grass is pretty much black now.

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What's with the filters? :?

About the 3rd, I think you should go in between what you did before, and now. As far as lightness/darkness is concerned. The grass is pretty much black now.

This way? I just droped a pure raw ingame (okay some small resize is still there)picture now and disabled the cryengines one AA Shader and made the TOD settings some ticks brighter.

bettar.jpg

The 2nd one has a lot of potential, love the composition!

There's a bright light shining in the cave though so there should be more contrast. A thin beam would be nice as well but don't overdo it.

Nah, I prefere subtile lightning setting, because a subtile lightsetting leads to more ambience (in my opinion).

Not that it's that bad or anything (au contraire!), it's just missing that final little touch... Well, imo... :P

Yes, the final touch, thats my biggest problem actually. :(

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Wall of text, sorry... But I don't want any more confusion so I'll just explain myself better this time around.

No, that's not what I meant, you're loosing your fine contrast you had in the 1st version. You had brights, darks and a nice in between area there (a balanced composition!), I was missing that in the 2nd version. The dark areas in your 2nd version were just a bit TOO dark, like when someones uses a light that's too bright and everything's washed out, well you had the reverse, it was just one black spot without definition, the grass was lost in the black (on the left side of the picture). You also didn't really have that strong light anymore.

In any case, I actually prefered the 1st version way more but since you changed it you obviously felt something was wrong with it (Guess you wanted to go for a more subtle effect). So instead of just saying, reverse what you did, I said: get it in between so you get those nice little things back ;)

So no, increasing your brightness just like that won't do the scene any good (the moodyness is gone). Just try to

1) Remove the entirely black areas (sometimes this effect can be good to draw attention to the lit up parts, but I don't think that's your point, you just want to sell your environment, right?). So don't loose definition!

2) Keep the contrast, if everything looks same-ish in terms of lighting it's dull.

So play with more than just brightness, if my memory serves me right TOD's have a ton of things you can do in this respect. If you're fed up with tweaking then just get the brightness to what it was before and leave it at that cos in all honesty, it now looks the worst. I mean, the fog now seems to illuminate the place, looks odd.

I just hope that makes any sense :P They're still pictures though, so it's hard to judge... the specular on the grass could very well make it stand out just enough. I guess a video will show that. Just keep those basics of lighting composition in the back of your head and you'll be fine! It was just a minor pointer.

About that "final touch", you can try doing it with just... lighting and nothing extra assets or anything.

Kind of cheesy this one, add another hole, beam, shiny edges so the rocks stand out more. Don't really advise this one, but perhaps it gives you another idea. The emphasis is on brighing some shiny rims around different object in the scene, not essentially that beam itself...

beam1.th.jpg

More subtle:

beam2.th.jpg

You don't have to make it as "beam-y" if you don't want to, just notice how the rocky wall in the middle is lit up more cos it receives the lighting directly. It's not forbidden to manually place extra lights in there to fake it... I like this especially because of the eye travel it generates, you're drawn to the most lit part in the scene, the hole. Then you follow its path to the lit up wall, and then you notice the broken stairs in the dark. It's a natural flow and easy for the eye.

beamdetaileyetravel.th.jpg

I'd try something like this, see where it leads to?

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