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[WIP] Dm_cloudcity (updated 2006-09-05) (Final beta)


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Posted

Right, time for an update.

Ive been mainly working on texturing, but also optimizing and some gameplay elements.

Ive got hold of Dm_neons textures and got permission from IZaNaGI to use them.

Since they have a pretty special theme ill use them sparsly to avoid making my map looking like his.

Ive added some stuff that clearly gave the map a whole new look. ive also made one texture that fitted in the map, and im very proud of that after just a few weels of training in photoshop =).

dm_cloudcity_a510000.jpg

In this image you can clearly see that windows has been added to the skyskrapers. Spaceships has been added which is a scrolling texture, a very cheap and cool looking solution. An Ad (Bistercola) has replaced Breen however it will probably be replaced or enhanced. Lots of textures has been added to this seen, however its pretty hard to detect.

dm_cloudcity_a510002.jpg

Same scene from another view. It looks much more detailed thanks to the textures.

dm_cloudcity_a510003.jpg

A view of some skyscrapers, you can clearly see the spaceships here aswell.

dm_cloudcity_a520007.jpg

An overview of the main battle area. Windows has been added to the building in the background, and as more detailed decals. You can see them if you look closely. Ads has been added by those found in Dm_neon. However ill probably change those aswell. Starwars stuff just doesnt fit..

dm_cloudcity_a520009.jpg

The warehouse part has been enhanced with more detail (the "elevators" with crates on them). Ive added a floor texture and other textures here and there. Ive decided to make the crate textures myself, but I havent started doing them just yet.

dm_cloudcity_a520012.jpg

Inside the lab. More textures has been added, but no geometry. Ive got some ideas that im planning to ad, but that will come later on.

So, what do you guys think?

Feedback is appreciated, as always.

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Posted

Great work and great improvement. The scyscrapers really get the atmosphere going!

Things that might use some improvement:

- spaceships: they look sort of flat (are you using a texture for them?)

- the quality of your screenshots!

Great work and: succes!

Posted

yeah, jpeg artifacts are doing your screens no favours. Bit more variation in the skyscraper texturing would be nice. Too uniform and too 'busy' at present.

Have fewer lights in some and maybe some yellow in there as well.

It's starting to really shape up now. GJ :D

  • 2 weeks later...
Posted

Progress:

Im currently working alot with textures and have given most of the map textures. However some areas, like the warehouse, is almost untouched at present. Im also experimenting with cratetextures that ive made. Perhaps ill keep them, perhaps not. Ive also added lots of small detail, and areas, that will increase the fun-factor. Im also working on the lighting to make it more colourful. Hopefully ill give you some images in about a week.

Things that might use some improvement:

- spaceships: they look sort of flat (are you using a texture for them?)

- the quality of your screenshots!

Yes im using textures for the spaceships to save precious GPU power.

Ill bring fresh and meaty screenshots when it is worth it.

Yeah, jpeg artifacts are doing your screens no favours. Bit more variation in the skyscraper texturing would be nice. Too uniform and too 'busy' at present.

Have fewer lights in some and maybe some yellow in there as well.

It's starting to really shape up now. GJ

Im going to make my own texture for the skyskrapers with more detail and variation in colour, aswell as less lights.

Regarding the screenies:

Its all a big dilemma, if i use high resolution, people will complain about them being too big. If I make them small ,people will complain of the poor quality.

  • 2 weeks later...
Posted

Progress:

It has been a long time since i updated you with some pics, but now im here again.

Since the last update ive been working mainly on learning photoshop and adding colours to the map. Enough said, heres the images:

dm_cloudcity_a580000.jpg

First off is an overview. Ive lighten it up a bit and added more colour. Here you can also see the clouds ive been working with, however im havinga real hard time adding the same spritebased clouds in the 3D-sky. They just wont show up. Ive tried func_smokevolume aswell, but then i just get an error saying that the material hasnt been precached or something like that.

dm_cloudcity_a580001.jpg

An overview from another angle. The most notable thing is the blue and red screens, however ive also added two big holes on the "bridges".

dm_cloudcity_a580002.jpg

Same scene from another angle (again..). Here you can see some of the spotlights added in the 3D-sky aswell as ads in the 3D-sky. They will be replaced with something more appropriate in due time.

dm_cloudcity_a580005.jpg

Ive added the red area to make this tunnel more interesting. The crate textures is actually made by me aswell.

dm_cloudcity_a580008.jpg

Ive added some textures in here aswell. The crate textures are all made by me. Not the most pretty work you have seen i guess, but they work =P.

dm_cloudcity_a580010.jpg

Ive added the red area aswell. You can actually jump down there and get yourself healed and get armor with suitcharges. The bad thing is that people can easily drop down grenades when you heal up, and since its difficult to get out of that area you will probably get killed trying to get out of there if you are discovered.

dm_cloudcity_a580007.jpg

A pic of the 3D-sky. Ive added the glow to the lights aswell as new textures to the buildings.

dm_cloudcity_a580009.jpg

This area is shaping up pretty well. I dont remember showing a pic of this area until now.

Posted

It's starting to look really cool now. What I would say is that there's an overuse of spotlights and other flashy effects -- when you cram lots of them into a map it can cheapen the look. A lot of the areas are not very well lit (in terms of visibility, not aesthetics) which can be a problem when actually playing it -- especially in visually 'messy' maps like this (hi tech, lots of wires, lights, consoles, etc). I'd break the look up by using more localised lighting dotted around the place (such as q2dm8 style walkway lights embedded in the ground), or a few bright street lights to illuminate distinct areas. Some distinct lighting / architecture to act as landmarks would probably be a good idea, too.

I really like the balance of the colours you've got going on and the look in general.

The indoor areas need a lot of work, but I'm sure you can improve them just as you've improved the rest of the map compared to the last update :)

Posted

its getting better and better! keep at it! I especially like the flying cars idea, hope it looks good ingame. Tho I am not sure if i like the overall look of the map, i tend to like more the "Immortel ad vitam" and "the fifth element" style of futuristic city when i think of flying cars. This is a bit too "combine" for me, but it looks like you have the overall theme nailed down all over the map, so thats a good thing. looking forward to see more, preferably in higher quality pictures as others have suggested.

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