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Posted (edited)

jackophant: I'll probably request a 5vs5 with a more competitive setup, if that's possible.

 

I'd love to have a 5v5 playtest as I'm hoping to make my map as competitively viable as possible. I'm just trying to arrange it externally at the moment.

Edited by jackophant
Posted

Some updates!

 

This window, which was meant for Ts inside this hallway to be able to throw smokes and flashes, has been removed ...

 

de_zoo22.jpg

 

... and has been replaced by a skylight window, which doesn't provide direct line of sight for CTs inside the hut, making Ts less vullnerable. It also makes it a lot harder for CTs to throw their nades through it since the skylight window is not visible to CTs.

 

de_zoo23.jpg

 

I replaced this part, which was made up of displacements and a few models before, by a modified stock prop.

 

de_zoo24.jpg

 

The piece of rock on the right may look a bit too angled though :)

 

de_zoo25.jpg

Posted

It looks good, the potential is there, but the lighting is quite flat right now. It needs some more drama and intrigue, get some nice color contrasts in there and some more true warm tones IMO, some of the shadowing also seems absent or a bit artificial. I'd also be wary of displacement rock areas that are not physically realistic, defying gravity such as above that doorway. 

Posted

Thanks!

 

It looks good, the potential is there, but the lighting is quite flat right now. It needs some more drama and intrigue, get some nice color contrasts in there and some more true warm tones IMO, some of the shadowing also seems absent or a bit artificial.

 

I guess you're talking about the outside areas? Any suggestions are welcome :)

 

I'd also be wary of displacement rock areas that are not physically realistic, defying gravity such as above that doorway. 

 

Do you mean the last picture with the big rock on the upper right tilting over? Or the the 3rd picture where there there is a large part tilting over horizontally? Either way, it should be noted that the rocks are "artificial" :) That being said, they're still supposed to resemble real rocks, so they should also look like real rocks to some extent.

Posted

I'd also be wary of displacement rock areas that are not physically realistic, defying gravity such as above that doorway. 

 

Do you mean the last picture with the big rock on the upper right tilting over? Or the the 3rd picture where there there is a large part tilting over horizontally? Either way, it should be noted that the rocks are "artificial" :) That being said, they're still supposed to resemble real rocks, so they should also look like real rocks to some extent.

 

I have been thinking about this since you started posting screenshots. To me, they looked intentionally fake, like you would see at a zoo/aquarium. They look like they are mimicking the mimicking of rocks. And in that respect, I think you did a perfect job.

Posted (edited)

I thought the same, they reminded me of the fake 'rock' installations I've seen at aquariums made from poured concrete and mesh/rebar (except for the bulgy bit in the last shot, which looks a bit odd).  

I agree with FMP about the lighting, a warmer light_env color might make a world of difference. I like the way it looks in those indoor screenshots but outside it feels somewhat washed out...there's some nice colour richness from the sky and the blue of the aquarium area (the seal/dolphin ball and the life preserver add a nice splash of colour too) but there's a lot of white/cream/sandy textures otherwise. 

Since this really boils down to colours maybe a bit of colour correction would be useful? It might bring out the greens of the foliage a little more (the grass seems really dry and desaturated, perhaps intentionally). It also may create a little more contrast between the different materials (the sand, the concrete tiles/walls, etc)

Otherwise it's looking fantastic, can't wait to give it a go when it's on workshop :)

Edited by spence
Posted

I'm pretty much ready for a 5 vs 5 playtest :) Did another clipping pass, with help from Exodus and Fnuggi. Thanks again!

I changed the lighting to a warmer colour.

 

de_zoo26.jpg

 

These giant windows are now breakable. Should provide for some more interesting gameplay, like faking.

 

de_zoo27.jpg

 

Caustics! Although you can't really tell in this picture :P

 

de_zoo28.jpg

 

de_zoo29.jpg

 

de_zoo30.jpg

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