ReNo Posted March 29, 2005 Report Posted March 29, 2005 It definately works, and depending on how large scale the area it can be worth doing despite the potential face cuts (whats a dozen more polygons on today's PC's really gonna do to performance?*). There is a lot to be said for taking repetition away from following the 3 standard axis, just doesn't seem so noticeable. Oh and I'm sure I read in the source SDK documentation that faces are split into polys every 1024 units now, as opposed to being based on texture scale, but I've no idea on the truth / tech behind such info. * Not to belittle the importance of optimisation! Quote
Taylor Swift Posted March 29, 2005 Report Posted March 29, 2005 Wow, maps is starting too look better. Quote
tomrudderham Posted March 30, 2005 Author Report Posted March 30, 2005 New pics today, quite a big update to the map that's taken a very very long time. I've added cliffs, much better looking displacements, some combine inspired architecture, turned the sea into a desert so the map fits in with the wasteland artwork, and loads of other things... http://www.eliabramovich.com/coast/coast1.jpg http://www.eliabramovich.com/coast/coast2.jpg http://www.eliabramovich.com/coast/coast3.jpg http://www.eliabramovich.com/coast/coast4.jpg Hope you like 'em! Quote
DaanO Posted March 30, 2005 Report Posted March 30, 2005 I really like what you're doing for the rock and the buildings on it. However, i really think it would be more impressive if you'd place that rock in the middle of the sea, with water coming up high when it touches the rocks. Also i'd go for a less round look of the rocks. Sky could also use more drama. Quote
ReNo Posted March 30, 2005 Report Posted March 30, 2005 I'm not too keen on the "combine inspired architecture" on the right of shot 4 - just looks like a set of random blocks covered in the same texture to me. It could just be the angle isn't too flattering, but from what I see it doesn't do the map any favours. Your rockwork is looking much better now, but the way its just sort of sat all on its own in the desert doesn't look great IMO. Like Daan0, I think the sea was a better choice. Might be nice to put some blending on the top edges of the cliffs to make it merge with the ground better, as its currently kinda sudden. Keep it up though, very cool map and one of the best themes I've seen so far Quote
Zacker Posted March 30, 2005 Report Posted March 30, 2005 Cool map, but I agree with Reno regarding the random blocks on the right of pic 4. Quote
tomrudderham Posted March 30, 2005 Author Report Posted March 30, 2005 I'm not too keen on the "combine inspired architecture" on the right of shot 4 - just looks like a set of random blocks covered in the same texture to me. It could just be the angle isn't too flattering, but from what I see it doesn't do the map any favours. I got the inspiration from this piece of artwork from the "Raising the Bar" book... http://www.eliabramovich.com/coast/combine_artwork.jpg I'd love to include the sea instead of a desert but it renders with black patches! To fix it I would need to delete a lot of brushes from the main building. I'll think about it, just means another week of brush work! Quote
ginsengavenger Posted March 30, 2005 Report Posted March 30, 2005 there is a real sense of movement in that concept art--that wall is definitely progressing forward toward the camera, taking down buildings or anything else in its way. your wall looks like a static piece of architecture built in a funny shape. it doesn't help that the textures are totally misaligned either, you've got seams everywhere and it doesn't make much sense. i'd ditch it altogether, the sea was much better and far more dramatic. Quote
mike-0 Posted March 31, 2005 Report Posted March 31, 2005 It also looks like the moving thing is actually a sphere with rectangular prism things coming out of it, but that may just be the perspective of the drawing. Quote
Sixsixone Posted March 31, 2005 Report Posted March 31, 2005 In that 3rd picture, when the tiles are cut off by the explosion, try using the texture when it has some of the tiles smashed up, followed by a concrete floor, that will give that area a more damaged look. That is a awsome map though, not so sure on that Combine blocks. Quote
ginsengavenger Posted March 31, 2005 Report Posted March 31, 2005 ooh and then you can use the prop models that have that same damaged concrete texture on them Quote
tomrudderham Posted April 3, 2005 Author Report Posted April 3, 2005 RELEASE - Dm Coast - ALPHA Here it is at last, the ALPHA version of DM Coast! I really have to point out that this is the un-optimised version, so everyone will have problems with frame rates. I get 35fps when looking over the whole map, which is terrible! The beta will hopefully be 60+ from the same position. Known issues to be fixed for Beta release: - NOT OPTIMISED - VERY BAD FRAME RATES UNLESS YOU HAVE A MONSTER PC! - Cube map problems on one or two textures. - Problems with Flashlight on a few brushes. - Interior of Combine building not done. Stills http://www.eliabramovich.com/coast/dm_coast1.jpg http://www.eliabramovich.com/coast/dm_coast2.jpg http://www.eliabramovich.com/coast/dm_coast3.jpg http://www.eliabramovich.com/coast/dm_coast4.jpg DOWNLOAD: http://www.eliabramovich.com/coast/dm_coast_alpha.zip Hope you enjoy the alpha release!... Tom. Quote
DaanO Posted April 3, 2005 Report Posted April 3, 2005 Will play later, looks kinda cool. But please remove those random blocks. If you're not gonna make it an island in the middle of the sea, at least make it look like once there was some water. Cool stuff anyway Quote
ReNo Posted April 3, 2005 Report Posted April 3, 2005 I took a look and there is some nice stuff in there. Here are a few screenshots with some comments... Players spawn with the SMG, so there is no need to place it in your map. I noticed it in a few places - just throw in an ammo clip instead. Thats an awfully long linear path to take just to reach the AR2. This didnt look so bad in game actually. I like the movement you have introduced but felt it could have used more. You could probably increase the texture scale on the distant displacements, looks kinda repetitive. This looked pretty awkward, really needs some shadows on the desert to look right I think. Also, on the end of the broken bridge you had a rather odd collection of items, just didn't seem like a suitable reward for going all the way up and along the bridge. Quote
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