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Posted

Until I scavange enough $$ to get a new computer...I'm still gonna map/play counterstrike 1.6.

I want to make one more map for HL1 engine before I go.

This map is nothing like some of the great works I've seen in these forums...I will listen to any criticisms and apply it to the map.

Textures by blazeeer mainly ( hope he don't hate me for abusing them :roll: ).

bsfmap.jpg

bsfmap2.jpg

bsfmap3.jpg

bsfmap4.jpg

Posted

Looks pretty good, for a CPL style map. Change the bridge texture. It's too dark and contrasts too much with the other textures.

The first and third screens look decent, but the other 2 areas need work.

Posted

Was about to say "Looks too much like the HL1 engine" until I actually reach your post - since you don't see many of them these days I guess I'm just not used to it :D Doesn't look bad but uses too much brick in the second last picture, some colour / material variation wouldn't hurt the scene.

Posted

The map needs:

* Better textures

* Better lighting

* More thematic elements

* Better Skybox

* Trims on the edges

thats it :)

textures - Ok...got some ideas/textures I can use? I only have 2 gig of hd spaceleft off 10 gigs...and I thought blaz's textures were really good.

lighting - more shadows? darker? HELP!

thematic elements - You mean like barells? I'm going to add pipework and

electrical lines later on...is that what you mean>?

skybox - I'll work on getting a better one

trim - the part I save for last and TAKES SO DAMN LONG.

Posted

I think by thematic elements he meant anything that gives the map a theme. Your missile/rocket thing would be an example (albeit a rather ugly one in my opinion, poor texture choice!), as would pipes, smokestacks, whatever makes the map feel like the place its meant to be.

Posted

The map needs:

* Better textures

* Better lighting

* More thematic elements

* Better Skybox

* Trims on the edges

thats it :)

textures - Ok...got some ideas/textures I can use? I only have 2 gig of hd spaceleft off 10 gigs...and I thought blaz's textures were really good.

lighting - more shadows? darker? HELP!

thematic elements - You mean like barells? I'm going to add pipework and

electrical lines later on...is that what you mean>?

skybox - I'll work on getting a better one

trim - the part I save for last and TAKES SO DAMN LONG.

Textures: poke646.wad, the doener king's, slicky's, Max Payne, there are a lot of cool wads :)

Lighting: More shadows and use of colors could be better. I'd go for a blue/pink'ish light_env and use texlights instead of light entities. Also try to avoid using the default values (like on those lamps on the first pic). And use -gamma around 0.75 (should make the map a bit darker).

Thematic elements: what reno said :P

Posted

Ok...believe it or not...I've always heard of texture lighting...just never used it. I can't believe this was something I could've used right along...Jeez am I new :roll: .

As far as lighting and sky...Is this what is up to par?:

de_millraid.jpg

de_millraid2.jpg

de_millraid3.jpg

I notice CS players like brighter environments...by no means am I really trying to make a CPL map. This is my 2nd attempt at a de_map...using an older engine.

...and I know I'm not very original with the "mill/brick" theme...but I figure

I want to walk before I can run.

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