jd40 Posted April 1, 2017 Author Report Posted April 1, 2017 (edited) I made it more yellow like some of you suggested, but not too sure about it, I kinda liked the washed out mountain air look. Edited May 15, 2018 by jd40 gamez7, JustFredrik, Vaya and 5 others 8 Quote
gamez7 Posted April 2, 2017 Report Posted April 2, 2017 @jd40 Yeah I agree that the old lighting looks more aesthetically pleasing, but the more yellow lighting is much more normal for a "western" setting IMO. Quote
jd40 Posted April 2, 2017 Author Report Posted April 2, 2017 Alright I've decided to release it with old lighting for now. Workshop release Radix, Roald, RivFader and 1 other 4 Quote
FMPONE Posted April 6, 2017 Report Posted April 6, 2017 I think this turned out really well. You definitely nailed the theme and the map has a lot of detail to look at and take in. Here's some crit: 1. You're using a lot of materials, models, etc. It might be a good idea for a lot of reasons to consolidate your material usage to a handful of "theme textures" (custom?), textures that define your level and are used throughout consistently and help define the exact look you want. For your theme textures, I would say maybe no more than 15 or so. Sure you'll have to replace a lot of your existing textures, and repeat textures more, but if you do it cleverly the consistency of your look will be improved a lot and performance as well. Same idea applies to models. As an example of where you already do this very well: your skybox and the outer part of the map. You always use the same few tree models, grass models, and that really helps make the level feel "real". The inside of the level would benefit from that kind of consistency. 2. It might be smart to be more critical of non-HR textures. This map has a lot of potential! Try to limit your use of the non-HR textures, and you'll see a big improvement in the definition of your surfaces. 3. Not all details are created equal. You do a lot of clever stuff, but it can be a bit overwhelming. As an example of what you maybe don't need: the leaves growing out of the white wooden lattices. Why not either go full natural there, or full wooden. When you mix the two you suffer from what I think the level has a bit of already, which is a feeling of chaos. If you're going to use barrels, why not use one barrel across the entire map, one set of rock models (custom?) etc. 4. Custom content. This map would benefit a lot from looking at each individual wall, prop, etc. and making the most "polished" version of that area. Custom content for signs, custom wood textures, custom models, etc. These would all help make the level less chaotic, more memorable. Overall, think this one shows a lot of promise! Mark C., VIOLATION, jd40 and 6 others 9 Quote
blackdog Posted April 7, 2017 Report Posted April 7, 2017 Really liking this! I hope you can find the time and energy to give some extra polish like Fmpone suggests. For me what I'd mainly like to see is a bit more color/contrast, bluer sky, greener grass… [Deleted] 1 Quote
jd40 Posted April 7, 2017 Author Report Posted April 7, 2017 Thanks fmpone, I learned some new things there I'll try to apply them in the future. I'm going to polish this a bit over the next few months before starting another map. Needs some more optimization as well. Should also mention that if anyone wants to team up and do some models, or already has models that would fit, you're welcome to join. My models guy has been pretty busy lately and basically didn't do anything. We had some models planned for this map but then new inferno hit and it was pretty much covered. Still a few models wouldn't hurt. Quote
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