cincinnati Posted November 8, 2012 Report Posted November 8, 2012 (edited) this is up on the workshop now. Edited February 13, 2013 by cincinnati ⌐■_■ and Thrik 2 Quote
Psy Posted November 8, 2012 Report Posted November 8, 2012 (edited) I like your colour pallete, except for the second to last shot which seems a little extreme, imo. My other crit is the trees around bombsite B. They pretty funny because they look completely out of place and too perfectly formed. Maybe replace them with something else? Edited November 8, 2012 by Psy Quote
cincinnati Posted November 8, 2012 Author Report Posted November 8, 2012 agreed the second to last is drag-assing. that area is a relic from when the map was just a scene i made in left4dead 2 in anticipation of porting a source map to csgo, so it's still pretty noisy. the trees are actually geometrically planted and define the boundaries of the plant zone. maybe it doesn't read well because i've not taken the shot to show that it's actually a pretty symmetrical situation in a courtyard. the ground brushwork/texturing could also have something to do with it. Quote
FMPONE Posted November 8, 2012 Report Posted November 8, 2012 Each scene really needs to have one predominant color imo. Right now its so fragmented your eye is attracted to no particular color and the end result is jarring and unpleasant. Pick a color, and make sure its saturated, make sure the geometry and texturing in the scene doesn't undermine it. Quote
cincinnati Posted December 31, 2012 Author Report Posted December 31, 2012 (edited) edit: moved updated images to OP Edited February 13, 2013 by cincinnati OrnateBaboon, D3ads and Squad 3 Quote
OrnateBaboon Posted December 31, 2012 Report Posted December 31, 2012 Wow! Really nice stuff Has it's own vibe, and looks interesting all over. Good going! But yeah, like Psy said, the trees look a bit out of place. Maybe a water well or fountain of some sort could fit in there, a statue with a cylindrical base, or an under construction type of building which will allow you to contrive the type of cover needed. Quote
Squad Posted December 31, 2012 Report Posted December 31, 2012 (edited) Looking very nice! I usually don't like seeing dust textures in maps, but you managed to fit them together with other more colourful textures very well. I like that! In the 4th shot I don't quite like the transition of the dirt to the stone floor (left side). How about the dirt overlapping the stone? Or perhaps a small trim for the stone path would fix it? Also, the side of the stone path looks pitch black. I had the same problem in my map and scaling down the lightmaps of that face (to 4 or even 2) usually solves it. Can we see a topdown view of the layout? Edited December 31, 2012 by Squad Quote
cincinnati Posted January 2, 2013 Author Report Posted January 2, 2013 Can we see a topdown view of the layout? t spawn area is still very WIP Quote
cincinnati Posted February 13, 2013 Author Report Posted February 13, 2013 hi guys this is up on the workshop now. would love to take part in the playtests, but by the time i'm available, i think most of you are asleep. enjoy. Quote
Squad Posted February 13, 2013 Report Posted February 13, 2013 Cool! Would be great to have this in a playtest sometime Quote
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