Jump to content

Recommended Posts

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..

Share this post


Link to post
Share on other sites

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...

20191220191853_1.jpg

20191220191919_1.jpg

20191220191941_1.jpg

Share this post


Link to post
Share on other sites
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).

Share this post


Link to post
Share on other sites
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).

light_env.jpg.3b592ac3080baa89822c977dd0d94af5.jpg

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?

Share this post


Link to post
Share on other sites

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

20191229180316_1.jpg.0a8c38f50b623a3694d609522d72f186.jpg

20191229180335_1.jpg.f5a5085168cf275df26e047af3eaf5a5.jpg

Share this post


Link to post
Share on other sites

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 :P test cancelled due to lack of people. here's your feedback anyway

Share this post


Link to post
Share on other sites

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:

20200110194957_1.jpg.4ca727aa7c787cb9be6fe3d1d2d2f779.jpg

A site:

20200110194733_1.jpg.d862a658c26644c2f0adcd829be82a1a.jpg

Mid:

20200110194925_1.jpg.8e773e3bdf7d98dd77810e43d1c0996a.jpg

T spawn:

20200110195415_1.jpg.2327eb32fca90f298648c5dfc2051d9a.jpg

CT spawn:

20200110195129_1.jpg.eadd5c14000e79af74967e4dd6d75769.jpg

----------------------------------------------------------------------------------------------------------------------------------

maybe after a good rating i'll further improve and adapt the map based on the given feedback.

Share this post


Link to post
Share on other sites
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.

Share this post


Link to post
Share on other sites

Join the conversation

You are posting as a guest. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

×
×
  • Create New...