Rogerztheurbanlegend Posted March 16, 2015 Report Posted March 16, 2015 Hey guys, new mapper here! I finally got around to trying my hand on some map building after a long hiatus and over a decade of active duty. I thought I would post the workshop here, since it is playable and testable. I have been watching/reading tutorials throughout the process and I feel I have come a long way, but there are tons of things to work out, such as optimization and lighting. The layout/flow seems to be very well received (by clan members/friends) but that could be them being nice. I could use some testing from the community, and would love to hear what you guys think. Below are a couple screen shots and the workshop link. The minimap is working, albeit a bit off grid which won't matter, due to the map changing once I detail the T and CT starting zones. Currently they are low priority and bombsite A needs to be worked on next for a better layout. The map has no custom models (haven't found someone to work those just yet) and only a couple custom textures. Thanks for paying a visit and hope to hear from you guys soon! Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=323136468 Quote
Rogerztheurbanlegend Posted March 16, 2015 Author Report Posted March 16, 2015 Here is the minimap, kinda dirty but it should give an idea of the layout. Quote
Vaya Posted March 17, 2015 Report Posted March 17, 2015 I would use lighter textures inside - I've never seen a dark hospital. Seems to be some long lines of sight too. Quote
Rogerztheurbanlegend Posted March 17, 2015 Author Report Posted March 17, 2015 (edited) I am more than likely going to go with this being the clinic portion on the side. Clinics have a softer color palette and if I go with bright white and fluorescent colors, it would make the map too bright and not work well. The long lines of sight have some broken parts, but the map isn't nearly as big as it seems, however I understand this criticism and have been trying to come up with a solution of breaking up the rest of the long halls, but the ideas I have will change around the layout a bit. Unfortunately, the best way to see if jumping on the map (if players haven't yet). My main concern is no boxes/dirt so it doesn't look like 80% of the other maps on workshop. Edited March 17, 2015 by Rogerztheurbanlegend Vaya 1 Quote
Vaya Posted March 17, 2015 Report Posted March 17, 2015 I'll try it out tonight Rogerztheurbanlegend 1 Quote
sevin Posted March 17, 2015 Report Posted March 17, 2015 The green lighting would never appear in a real hospital. It is a sickly color, the exact opposite of how doctors want their patients to feel. I would stick to a whiter palette. Quote
Rogerztheurbanlegend Posted March 18, 2015 Author Report Posted March 18, 2015 I am changing the main lobby to be more 'hospital' and I will post screenshots later tonight. I might do some more custom textures for this to make it stand out much more. Quote
Rogerztheurbanlegend Posted March 18, 2015 Author Report Posted March 18, 2015 I brightened up the lobby area, and started working on the T spawn. I think it looks better than the improper coloring for a hospital I had before. Quote
Rogerztheurbanlegend Posted March 19, 2015 Author Report Posted March 19, 2015 Textures are placeholders, but I felt the need to fix the long, boring hallway from CT side to lower B site. Quote
sevin Posted March 19, 2015 Report Posted March 19, 2015 The toning is better, but it's still way too dark. Is this hospital supposed to be closed or something? There are lights everywhere in hospitals. Quote
unremarkable player Posted March 19, 2015 Report Posted March 19, 2015 The green lighting would never appear in a real hospital. It is a sickly color, the exact opposite of how doctors want their patients to feel. I would stick to a whiter palette. It's bright and white during waking hours and it's dull and dark during sleep hours. Quote
Rogerztheurbanlegend Posted March 19, 2015 Author Report Posted March 19, 2015 My next run through will brighten the lights up more, because there are definitely areas that are too dark. Just curious, has anyone tried testing out the map for fun to check for balance? I've done a lot, and came to the conclusion that it is pretty well balanced right now. Quote
El_Exodus Posted March 20, 2015 Report Posted March 20, 2015 In terms of lighting, you can also raise your value for the ambient light. This will help you with the overall brightness inside. Rogerztheurbanlegend 1 Quote
Bodd Jonar Posted March 20, 2015 Report Posted March 20, 2015 I think you need to take inspiration from a real hospital, because this doesn't look very modern or like a any hospital I ever visited. Maybe go to your local hospital, grab some photos (and if that isn't allowed, make it sneaky beaky like, or take pictures from google.) There is nothing wrong in completely rip off a real hospital. Rogerztheurbanlegend 1 Quote
Rogerztheurbanlegend Posted March 20, 2015 Author Report Posted March 20, 2015 Maybe I should just rename it de_randombuilding and go from there? Lol..jk. This, to me, looks like a clinic more than a hospital. I think I got carried away with wood trim early on and just didn't stop. I might be wrong, but it seems a good map wouldn't be exactly like a hospital. The latest pics I posted aren't the textures I ended up using, so that small check in window area is actually much brighter. I will take into consideration the ambient light, which might be what would help the overall lighting issue. My next main concern is the outer areas, since they are only for the starting points...I am having troubles getting the motivation to put a lot of time into detailing those areas knowing they are only seen for a couple seconds each round. Quote
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