mike-0 Posted January 31, 2005 Report Posted January 31, 2005 Ok, i hope this settles all arguments on whether or not he made the map. It looks good. But, it doesn't seem like you're the one who made it look good, more like the modelers doings. Definitely glows, though. And dont quit like you do all your other maps. Quote
Taylor Swift Posted January 31, 2005 Author Report Posted January 31, 2005 Ok, i hope this settles all arguments on whether or not he made the map. And dont quit like you do all your other maps. Okay.. I see you people like this map, and you says that it looks good. But i did not really expect that so thank you very much. I want to let you know that in 2001 i've made a cs 1.6 map what looked something like this one, but as tides was not even released i didnt have a clue about it and something. So.. I started up this map for source, i had some old screenshots from my old cs 1.6 map and did some small remake on the area. But with some addons of props and models and the light... I think that this map can go long. I have some skills from dm_factory allready (heheh) Thanks to everyone who made a comment. I'm back later with some important details about the map. Quote
Defrag Posted January 31, 2005 Report Posted January 31, 2005 OT: Your sig makes you look a bit of an egomaniac (assuming the person was talking about your map). The map is pretty decent, but that dude must be blind Quote
DaanO Posted January 31, 2005 Report Posted January 31, 2005 Just because we switched to another engine, doesn't mean generic enviroments are cool again. I'd go for a more original theme. The map itself is done decently, that's not it. Quote
Taylor Swift Posted April 23, 2005 Author Report Posted April 23, 2005 So well! It was some time in january when the last reply was made by daan0. 4 months have gone.. And im still working on the map.. Sometimes i dont have time to work on this map so i am involved in a couple of other projects. I've decided to finnish this map because i have to do it. The map didnt change much since the last reply from january month. I only updated it here and there and replaced some textures and added some details. And of course i made it a littlemore bigger. Very soon i will be back again and you will get more information about the map later. And now, let me show you what is done. Please post your comments. Quote
Minos Posted April 23, 2005 Report Posted April 23, 2005 That looks pretty good nexus! Things I don't like: * Lighting is too uniform * Dead trees everywhere. I dunno, Im just tired of them, every fucking map has some nowadays. * Some parts look too tiny, that would affect the flow considerably * Windows were placed too high, looks like they are touching the ceiling * Pointless crates in some places Quote
Campaignjunkie Posted April 23, 2005 Report Posted April 23, 2005 I agree about the dead trees. Especially those dead bramble bushes - I think it just looks awkward. But if you do decide to keep the bushes, you might want to turn off shadows for them at least (it's blackening the ground under them). Plus, what's wrong with the street in the 3rd shot? Rather than displacements, it just looks like a lighting error or something. You might want to fix that somehow. Overall, the map doesn't look too bad, but it kind of looks messy/cramped in general - like you're just cramming as much stuff into it as possible. Quote
Taylor Swift Posted April 23, 2005 Author Report Posted April 23, 2005 That looks pretty good nexus! Things I don't like: * Windows were placed too high, looks like they are touching the ceiling * Pointless crates in some places About the windows were placed to high, i can absoulty agree with you on that thing. Need to change that. But, when you are talking about my crates i was placing them at the open fields or areas where the player needs to hide somewhere. When the player will be in action he can hide behind the crates i was thinking. Well thats true that there is too much of the crates, and i have to remove some of them. I have to start think more about my map and not about de_dust gameplay, thats why there is so much crates like in de dust. But i see, it doesnt work in my map. lol. thanks for the comments i see i need to fix the problems before i will move on and start working on the second part of de_position. Quote
Grin Posted April 23, 2005 Report Posted April 23, 2005 Thumbs up. About the trees...well there ain't many decent treemodels for source.. Quote
mike-0 Posted April 23, 2005 Report Posted April 23, 2005 looks good, but i have a suggestion. In that pic, youll notice the bottom level (what you focus most on) has a yellowish lighting tone to it, but the upper level seems to have plain old white lighting. Now i know youre saying "well, its lit by the moon so it is white", but i think the white lighting just doesnt fit. I would add some light props (like lanterns or something) to the top level to give it the yellow feel. Quote
von*ferret Posted April 23, 2005 Report Posted April 23, 2005 I disagree, I love the "cake" of light haha Quote
Grin Posted April 23, 2005 Report Posted April 23, 2005 Yeah, I've always loved multicoloured lighting. Quote
Hourences Posted April 23, 2005 Report Posted April 23, 2005 Light looks ok to me, its not real white either I think, more like soft blue no ? Blue > white Is this me or is the left latern casting a shadow on the left wall in the first pic ? If youre going to have yellow light you cant have white lamps. The latern tex is white while your light is yellow. Lensflares/Coronas inside them would help too with the glowy feel, or some other type of glow effect Funny how source barely has trees too, in UT everyone uses the same old trees over and over again as well. Thing is, source at least has decent trees, UT hasnt so everyone keeps on re using complete shite trees Quote
DaanO Posted April 24, 2005 Report Posted April 24, 2005 We were spoilt by loads of custom stuff in HL1 and mods. I hate the trees already. Quote
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