cardo Posted October 17, 2006 Report Posted October 17, 2006 Hey all, thought it was about time I registered on mapcore. So I did! Here's some screenies from my wip cs:s map de_jaguar. It's set in some aztec style ruins built into the base of a mountain and is by no means complete and lighting + everything still needs sorting out bigtime, but feel free to post comments, critiques, suggestions.. Cheers! Oh.. and I have a problem with my cubemaps. Have tried rebuilding them, and deleting them and putting more in and whatever but still not sure what's up. Enjoy! Quote
Warby Posted October 17, 2006 Report Posted October 17, 2006 either you found some cool lighting trick to make the lightmaps much MUCH smoother ( smoother to the extend that it allready hurts the overall look) or in your map you have ALOT of props that should better be world-geometry ! Quote
cardo Posted October 17, 2006 Author Report Posted October 17, 2006 Hmm, not entirely sure what you mean but I have got smoothing groups just bulk set to 24 on everything for the time being to give a smoother look.. Or it could be the fog that I have atm. The only map models I have are foliage and lights. Quote
sk3tch Posted October 17, 2006 Report Posted October 17, 2006 I like how you curved the stairs. Not too fond of the aztec theme...but I bet if you use custom textures, It would be an awesome map all on it's own. I see alot of effort into it...Good job so far. Quote
von*ferret Posted October 17, 2006 Report Posted October 17, 2006 sewer drains in an aztec temple? Quote
Mojo Posted October 17, 2006 Report Posted October 17, 2006 Definately a good start. Detailing out the walls and general map, I think will really add to teh atmosphere of the map. Overhangs, plants, bricks, etc. Picture #3 is good up top, but the bottom needs more #4 is good as well, but just the walls seem too flat and perfect As you said, far from done, just giving some constructive criticism Good start so far Quote
Warby Posted October 17, 2006 Report Posted October 17, 2006 iam not tlakign at all about the fog the ligthmaps go aroudn corners without any cut which is usualy somethign you want but here it takesshadow and ligth aroudn the corners where it doesnt belong @Pericolos0 yes indeed it does ^^ Quote
cardo Posted October 18, 2006 Author Report Posted October 18, 2006 Picture #3 is good up top, but the bottom needs more #4 is good as well, but just the walls seem too flat and perfect Yeah Mojo, I agree with ya.. Been wondering what to do with them for ages, but think I've sorted it and I'm alot happier with the result. Peri.. A colossus? maybe you can enlighten me Warby, I dunno what's causing that but I've now turned off smoothing groups and it's sorted my cubemap probs. Take a look, see if you prefer the lighting on it now. Quote
BlackPanther Posted October 20, 2006 Report Posted October 20, 2006 For it being ruins, its WAAAAAAAAAAAAAAAY not overgrown with nature enough. It also doesnt look like theres enough stuff lying around to make it look like a dig site to warrant there being light fixtures. Put in more projectors, even if they are off. Quote
cardo Posted October 20, 2006 Author Report Posted October 20, 2006 BlackPanther, atm I'm just working on general build. Later will come detailing such as destruction of architecture and alot more map models. Without changing the textures completely I can't add a ton of overgrown-ness to it. What do you mean by projectors? dig site stuff will be added when the rest of the models are but I don't wanna make the map feel messy with it. Thanks for the feedback anyhow Quote
BlackPanther Posted October 23, 2006 Report Posted October 23, 2006 Fair enough Can we have a shot of the layout form a top down 90° view? One thing i will suggest, no matter what the current deal is with the map, is to make it so it doesnt feel like your are making the ruins fit the layout, but rather make the paths and layout you want your players to follow fit the ruins. That was my lil gripe about DE_Aztec. Although its a nice looking map with great flow, the map didnt feel like it was an actual aztec temple. Back in those days they didnt have counter-strike And they certainly didnt build their wonderful structures in the hopes someone would recreate em... you following me? What i mean is, if you want the player to go from A to B, dont MAKE the path with the layout, Punch a hole through the layout to do it. If it would be faster to go through a wall, destroy that wall. Quote
cardo Posted October 23, 2006 Author Report Posted October 23, 2006 Thanks for the reply BlackPanther. I totally agree and understand you completely I'm trying to vary the theme as much as I can and will definitely have some "through the walls" sorta architecture. My biggest problem is that I'm rebuilding this level from a blockout layout that took me one evening and it's hard to deviate from a pre-built plan in your head. Here's the requested layout shot. I'm trying my best to make sure both paths to the bombsites are pretty equally spaced out. one's quite straight forward. the other's a bit curvy. the dotted blue line is a path through the water/sewer area. As you can see from the pic, the top left section is where I haven't started re-building yet. Quote
Skjalg Posted October 24, 2006 Report Posted October 24, 2006 the whole thing looks weird, like the T's will get to the bombspots earlier or at the same time as the CT's etc. Quote
cardo Posted October 24, 2006 Author Report Posted October 24, 2006 the whole thing looks weird, like the T's will get to the bombspots earlier or at the same time as the CT's etc. Well, the CT's start at A, so there's no problem there and B is just round the corner for them. It would be close in a rush but CT would still get there quicker. Bear in mind that I haven't built the T start bit properly so i'm trying to make their route to B a little longer than it currently is. Quote
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