sir goober Posted August 12, 2019 Author Report Posted August 12, 2019 7 minutes ago, Interfearance said: 0 341 0 -35 201 211 224 45 68 72 115 100 Its for a night effect mine is actually very close to that 0 341 0 / -35 / 213 200 223 38 / 78 87 126 25 guess I gotta bump up the ambience Interfearance 1
Squinky Posted August 12, 2019 Report Posted August 12, 2019 It's not your light environment settings that are garrish, it's your lights and light spots.
Interfearance Posted August 12, 2019 Report Posted August 12, 2019 IMO the map would still have a unique feel if you swapped the blue lights for their real colors.
sir goober Posted August 12, 2019 Author Report Posted August 12, 2019 9 minutes ago, Interfearance said: IMO the map would still have a unique feel if you swapped the blue lights for their real colors. what do ya mean by real colors?
Squinky Posted August 12, 2019 Report Posted August 12, 2019 (edited) Yellows and blues, low saturation is key. Have a look at this: Basically, use natural light colors for the sun/moon and the lights that are providing actual light for your map. To get that 80s neon look, use spots of color like neon signs, bright trims around things or colorful props. Edited August 12, 2019 by Squinky adding info a Chunk and sir goober 2
gordonfeetman Posted August 13, 2019 Report Posted August 13, 2019 I keep spawning like this Also I found this, dunno if you're already aware though: sir goober 1
That50'sGuy Posted August 20, 2019 Report Posted August 20, 2019 (edited) I think a good idea for getting the vibe your going for is to play around with the colors of objects and brushes. Pick a base color like light grey or so, and have splashes of blue on things like the walls and some objects. And throw in some purple here and there to contrast. Don't take my advice too close though, 'cause at the end of the day, it's your project and I probably don't have the same idea of what you want XD Edited August 20, 2019 by That50'sGuy sir goober 1
sir goober Posted September 17, 2019 Author Report Posted September 17, 2019 (edited) Jeez, it's been a while since I last made any update... But development on the map is not dead!!! I've been slaving away on this map for a Long time, and now it's time to finally show what I've done. I took the screenshots in hammer itself, but it'll still look pretty. So 2 Major things were changed! A ) I reworked the chokepoint at Bombsite A since I wasn't too happy with it because I lazily put it together and it all looked messy (it was the last part of the layout that was made) B ) I've done some detailing on a few parts and focused on it to really nail the theme that I wanted, and I believe it worked out nicely! Here's the re-worked chokepoint for Bombsite A: Spoiler So it flows waaaay easier than the previous version, there's still the one-way drop in the last image, but everything is overall much better than before! If it's hard to imagine what the changes are layout-wise, here's the radar (bottom left portion) Spoiler After the chokepoint was re-done, I worked on detailing a few spots on the map, and I'll let the images speak for themselves! T Spawn: Spoiler CT Mid: Spoiler Overall, I'm starting to get way better at detailing without sacrificing gameplay! Recently I realized that playing on this map was a little dull, so I've been working at trying to make it fun, and the update at Bombsite A is the result of it! P.S. the new assets are from FMPONE's de_santorini (they work really well with this map =-]) Edited September 17, 2019 by sir goober ElectroSheep, gordonfeetman, Rump3L and 6 others 9
xsanE- Posted September 18, 2019 Report Posted September 18, 2019 Keep going dude! DutchCrazyGamer, sir goober and gordonfeetman 3
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