DooM Posted July 20, 2015 Report Posted July 20, 2015 Looks excellent, but I wonder how it plays ElectroSheep and Vaya 2 Quote
Quotingmc Posted July 20, 2015 Report Posted July 20, 2015 This map is far to realistic, the props look identical to its real life counterparts and almost every screenshot could be mistaken for a photo. This is art. ElectroSheep 1 Quote
jackophant Posted July 20, 2015 Report Posted July 20, 2015 They grey tone of the lighting feels much more real, but I don't feel the sky matches it?Also, I realise you want testing, but that uber long path that goes past a couple of phone boxes and the red fronted shop (which I'm going to assume is mid), looks really... long?Either way, great job guys, I've been waiting for this one for a while now! DooM 1 Quote
ElectroSheep Posted July 20, 2015 Author Report Posted July 20, 2015 The size of this path can surprise at first but the map is as big as prodigy. Quote
Vaya Posted July 20, 2015 Report Posted July 20, 2015 in this picture I think you should remove the awning and change the door prop into something lighter (red or green). Awning doesn't suit the location. Lizard and ElectroSheep 2 Quote
El Moroes Posted July 20, 2015 Report Posted July 20, 2015 (edited) They grey tone of the lighting feels much more real, but I don't feel the sky matches it?Also, I realise you want testing, but that uber long path that goes past a couple of phone boxes and the red fronted shop (which I'm going to assume is mid), looks really... long?Either way, great job guys, I've been waiting for this one for a while now! The sky is still not our own sky. It's the idea we want to see in the map so it's still temp.The size of this path can surprise at first but the map is as big as prodigy.Yup, and you only see the "sniper alley" of the map in these screens Edited July 20, 2015 by El Moroes DooM and jackophant 2 Quote
RaVaGe Posted July 20, 2015 Report Posted July 20, 2015 Holyshit guyze, c'est que ça a de la gueule quand même. Quote
RivFader Posted July 20, 2015 Report Posted July 20, 2015 This looks amazing, I hope you make it in time for the contest because this is a serious contender for at least best-looking map. Quote
El Moroes Posted July 20, 2015 Report Posted July 20, 2015 This looks amazing, I hope you make it in time for the contest because this is a serious contender for at least best-looking map.This map is not made for the contest and even if we wanted to, we can't, but thank Quote
Vilham Posted July 20, 2015 Report Posted July 20, 2015 (edited) Holy fook, I was asking the other day what was happening with this map, now I know. DAAAAAAAAAAAAAAAAAAAAAMN.Also I recognise the locations from the whitebox still, so you have done well there. Edited July 20, 2015 by Vilham ElectroSheep 1 Quote
2d-chris Posted July 20, 2015 Report Posted July 20, 2015 (edited) needs more Dwarves Edited July 20, 2015 by 2d-chris Seldoon182, Fnugz, DooM and 1 other 4 Quote
FMPONE Posted July 21, 2015 Report Posted July 21, 2015 I think it looks very awesome.In terms of crit, I'd like to see more color normalization, sometimes it feels a bit noisy and contrasty right now. Like there isn't one overall tone in the shots, they vary a bit too much IMO jackophant, Seldoon182 and DooM 3 Quote
text_fish Posted July 21, 2015 Report Posted July 21, 2015 (edited) In terms of crit, I'd like to see more color normalization, sometimes it feels a bit noisy and contrasty right now. Like there isn't one overall tone in the shots, they vary a bit too much IMOOooh. I've been thinking about normalizing the last few days. Would you do that with colour correction, or through VMT's? In the latter case, do you know of a relatively pain-free way to batch process a bunch of VMT's or VTF's? Edited July 21, 2015 by text_fish Quote
FMPONE Posted July 21, 2015 Report Posted July 21, 2015 (edited) Oooh. I've been thinking about normalizing the last few days. Would you do that with colour correction, or through VMT's? In the latter case, do you know of a relatively pain-free way to batch process a bunch of VMT's or VTF's?I think the big issue with the screenshots was lighting, they just need a more uniform lighting/control of tonal elements on props/certain textures in order to create foreground and background in the images. I'm very lazy + writing this is easy, but I really need to demonstrate it I think in order to be comprehensible.Additional questions: - are the colors the map is using directing to different bombsites? (ex: red for one bombsite, blue for another?)- is local lighting being used to direct to objectives?- where are the bombsite navigational signs? how can I figure out where to get to the bombsites? Edited July 21, 2015 by FMPONE Klems, Seldoon182, Utopia and 1 other 4 Quote
ElectroSheep Posted July 21, 2015 Author Report Posted July 21, 2015 We will surely make progress but no battlefield 3 style for our map, sorry. ShockaPop, El_Exodus and cashed 3 Quote
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