Twan_Neppe Posted December 18, 2019 Author Report Posted December 18, 2019 15 hours ago, Wintrius said: If those are the actual visuals you're planning on having on the map, I'd recommend making your own. Not only that, I'd try to make the geometry a bit more realistic in its architecture. I don't know about that lighting. I'd try to make the routes on the left side of the map a bit more interesting, as in something that is possibly more vertically based. (I think you mean the pictures that i've posted you are talking about) no those are from my map, just to let you see how it is coming along.. Wintrius 1
Twan_Neppe Posted December 20, 2019 Author Report Posted December 20, 2019 I've looked into any possibilities for more vertical difference on the left side of the map. I came to the conclusion that MID had some potential in this case. So i started trying something and it came out pretty well i would say. Here is the result... DutchCrazyGamer 1
DeadKnife Posted December 21, 2019 Report Posted December 21, 2019 (edited) The shadows look pretty harsh. Edited December 21, 2019 by DeadKnife ynel 1
Twan_Neppe Posted December 22, 2019 Author Report Posted December 22, 2019 16 hours ago, DeadKnife said: The shadows look pretty harsh. yeah i know, i've tried a lot of different things to brighten them up, but none of the things i tried worked. Any suggestions?
JorisCeoen Posted December 22, 2019 Report Posted December 22, 2019 1 hour ago, Twan_Neppe said: yeah i know, i've tried a lot of different things to brighten them up, but none of the things i tried worked. Any suggestions? Well your ambient values in the light_environment can easily be like 150-200 with a lighter color than you have now (ambient color needs to be a little what the skybox is, so light-blueish could do the trick). Gawshaark 1
Twan_Neppe Posted December 25, 2019 Author Report Posted December 25, 2019 On 12/22/2019 at 3:19 PM, JorisCeoen said: Well your ambient values in the light_environment can easily be like 150-200 with a lighter color than you have now (ambient color needs to be a little what the skybox is, so light-blueish could do the trick). This is what the numbers are in the pictures, brightness is 520... Also 3kliksphilip made a video of it how bright textures improve the brightness of the level. I've tested it in some areas and it worked, but the level would feel less realistic with all those bright textures.. Maybe brightness color would make a difference to make it more yellow instead of what it is now?
Twan_Neppe Posted December 29, 2019 Author Report Posted December 29, 2019 Small update before the playtesting tonight. Version 1.06 - improved the lighting so the shadows aren't as dark anymore - retextured some buildings with brighter textures so the map would be brighter - added an elevated part for T's to peak MID Edude and Vaya 2
Vaya Posted December 29, 2019 Report Posted December 29, 2019 @Twan_Neppetest is in an hour + 20. make sure you're on discord for it
Vaya Posted December 29, 2019 Report Posted December 29, 2019 L 12/29/2019 - 22:02:05: [maptesting.smx] TearsOfPirates<6><STEAM_1:0:42972884><> at position (229.442962, -413.923370, 33.031250) has feedback: the map seems good overall, but just a tad dull L 12/29/2019 - 22:02:14: [maptesting.smx] 7ark<7><STEAM_1:1:52663775><> at position (842.694458, -426.321929, 95.031250) has feedback: a lot of quite thin hallways L 12/29/2019 - 22:02:38: [maptesting.smx] 7ark<7><STEAM_1:1:52663775><> at position (-306.579681, -1823.968750, 1.031250) has feedback: theres a random deadend that probably doesnt need to exist? L 12/29/2019 - 22:04:43: [maptesting.smx] TearsOfPirates<6><STEAM_1:0:42972884><> at position (2093.968750, -2148.968750, 95.031250) has feedback: don't make areas that seem walkable unwalkable L 12/29/2019 - 22:10:14: [maptesting.smx] =Oak=<8><STEAM_1:0:3178253><> at position (-317.346832, 380.203369, 1.031250) has feedback: door is ct spawn has gap L 12/29/2019 - 22:10:33: [maptesting.smx] =Oak=<8><STEAM_1:0:3178253><> at position (-117.938858, 379.761749, 63.391616) has feedback: door in ct span has gap L 12/29/2019 - 22:10:44: [maptesting.smx] HiddeH<4><STEAM_1:1:162877505><> at position (1379.546264, -1139.355712, 95.031250) has feedback: woodstack outside a has weird clippings you were not on the discord for it and neither were most test cancelled due to lack of people. here's your feedback anyway
Twan_Neppe Posted December 30, 2019 Author Report Posted December 30, 2019 @Vaya Sorry that i couln't be there.. Thanks for the feedback anyway Vaya 1
Twan_Neppe Posted January 11, 2020 Author Report Posted January 11, 2020 Final update before the deadline Version 1.07 Biggest update: - Added cubemaps Other changes: -added a fence in front of the hedge near bombsite A -added a rope with a sign between the fences in the garden -added some more aesthetic props and decals in the map -replaced some more textures with others which are more suited for that spot. ----------------------------------------------------------------------------------------------------------------------------- B site: A site: Mid: T spawn: CT spawn: ---------------------------------------------------------------------------------------------------------------------------------- maybe after a good rating i'll further improve and adapt the map based on the given feedback. a Chunk, Edude and JorisCeoen 3
Twan_Neppe Posted January 11, 2020 Author Report Posted January 11, 2020 (edited) I thought i was able to rename this topic to remove the [WIP]. I can't find it anywhere anymore XDD... plz help.... Edited January 11, 2020 by Twan_Neppe
JorisCeoen Posted January 11, 2020 Report Posted January 11, 2020 1 hour ago, Twan_Neppe said: I thought i was able to rename this topic to remove the [WIP]. I can't find it anywhere anymore XDD... plz help.... Not sure how to do it myself, but perhaps if you edit the original post it allows you to edit the title somewhere. Twan_Neppe 1
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