jackophant Posted September 23, 2014 Report Posted September 23, 2014 (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 September 23, 2014 by jackophant Squad 1 Quote
Squad Posted September 28, 2014 Author Report Posted September 28, 2014 Some updates! This window, which was meant for Ts inside this hallway to be able to throw smokes and flashes, has been removed ... ... and has been replaced by a skylight window, which doesn't provide direct line of sight for CTs inside the hut, making Ts less vullnerable.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. I replaced this part, which was made up of displacements and a few models before, by a modified stock prop. The piece of rock on the right may look a bit too angled though jackophant, General Vivi, FMPONE and 10 others 13 Quote
FMPONE Posted September 28, 2014 Report Posted September 28, 2014 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. Squad and leplubodeslapin 2 Quote
Squad Posted September 28, 2014 Author Report Posted September 28, 2014 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. Quote
Frips Posted September 28, 2014 Report Posted September 28, 2014 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. Squad, spence and Deh0lise 3 Quote
spence Posted September 28, 2014 Report Posted September 28, 2014 (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 September 28, 2014 by spence Squad 1 Quote
Squad Posted October 5, 2014 Author Report Posted October 5, 2014 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. These giant windows are now breakable. Should provide for some more interesting gameplay, like faking. Caustics! Although you can't really tell in this picture esspho, tomm, Nexusdog and 19 others 22 Quote
R.I.P 3.0 Posted October 7, 2014 Report Posted October 7, 2014 Loocks very nice!!! Good job and good luck Squad 1 Quote
Em' Posted October 7, 2014 Report Posted October 7, 2014 This looks really cool, you catched the aquaticparky-mood quite well ! Squad 1 Quote
Vaya Posted October 7, 2014 Report Posted October 7, 2014 can the mapcore server do a 5 Vs 5 game? Maybe on a non-playtesting day. I'd be up for it Squad 1 Quote
Squad Posted October 7, 2014 Author Report Posted October 7, 2014 can the mapcore server do a 5 Vs 5 game? Maybe on a non-playtesting day. I'd be up for it One is planned tommorow Vaya and leplubodeslapin 2 Quote
Xanthi Posted October 7, 2014 Report Posted October 7, 2014 Lighting looks so much better now, nice job! spence, Squad, leplubodeslapin and 1 other 4 Quote
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