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Posted

Can't say anything other than that this looks really sexy! But there are still things that can make it better. I dunno what really, but the other guys' posts should give you a clue! Keep up the brilliance!

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Posted

Thanks for all the crits and comments, much appreciated !

FMPONE: We will make the cars destructible at some point, kinda like BF2. This plus some trip mines and Grenade Launchers will make you think twice before using the vehicle :)

RA7: Thanks! yes it's for http://www.off-limits.be/

RD: This map is for Off Limits, which will have an alien on every surface, to make things a bit more intense some darkness wont hurt. This will give both the alien some advantages as well as the humans. (if you walk in the dark, the alien wont be able to see you very good, as seen in this video demonstration: http://www.off-limits.be/mediarelease/m ... l-xvid.avi ). This is also the same for the alien, it can hide in some dark corner watching the people pass underneath it, if it wanted to).

Steppenwolf: Thanks! You are correct about the corners. But it slipped my mind on this one :/ (I did it with Styx). And changing that now would mean a totally change of the whole level (street would shift, as well as the highway and buildings). So I'm not going to fix that anymore. It's kinda hard to see in the screenshots, but each sharp corner has a triangle that goes to the same height as the street level, this is so when you drive the vehicle over such a corner you wouldn't slip (as previous version proved :P ).

I did a recompile today with the new traffic lights, here is a shot I took of it:

downfall_033.jpg

- Wesley

Posted

Looks fantastic now! I think that I have seen some earlier screenshots of this in the past where it looked promising but still a little bland. Now it looks totally kickass!

Posted

Mabufo: I'm sure it would be fine, takes 4 hours on mine (2 hours for each pass, since HDR is 2 passes). And vis takes 1 minute, on Styx it took 5 seconds. Downfall is a bit heavier cause of the large openness of the map.

About the interiors, I've had most crits on those, I'll do some hallway / office prop work this week, small things that will make them look better. I'll post new interior shots when I have them.

Why I left them so bland was mainly because the open areas are very big and open (a lot bigger than any official CSS map, I think the biggest would be Aztec or Nuke, and those are also pretty low on outside details). So with that I have to use a lot of custom props that are low detailed with heavy LOD models and also a good fade in/out distance setting. Occluders helped as well. But it was a lot of work to get it optimized and running smooth (both Styx and Downfall). But for the interior I guess I can add a few more poly's as long as I set the fade distance very short. So thats what I'll do asap :)

More soon

- Wesley

Posted

Doesn't look as perfected there as in the other compressed shots (naturally), but its still an incredible accomplishment to make maps on that scale and still have them look impressive.

I think you should go with more of a night blue sky, I know that might be too similiar to the other maps for this mod, but I feel it is the natural choice in this level and it would be silly to go any other way. Not really having a clear shot of the sky in the other pictures I assumed it was night, and the ambience worked wonderfully. These shots with the clear views of the sky don't work as well imo, most especially all the yellow lighting coming from light fixture props, they contrast too heavilly with the current sky.

That said I think the lighting on the exteriors itself is just fine (other than maybe the incredibly strong streetlight yellow), tweak the skybox aesthetics for something darker and problem solved.

Posted

I agree with FMPONE on the lighting, I thought this was more night-like rather than morning. The colour of the sky compared to the quite dark buildings doesn't work too well in my opinion, and it could just be the resolution, but the skybox itself looks quite low-resolution (on the first shot there are a lot of dots on it).

Posted

Thanks for the comments,

does anyone have an HDR skymap of a dark sky I could use? I'm using the cobble HDR skymap atm, since it's the only HDR skymap we have... You are correct, it doesn't match the ambiance colors of the map. Also, In the previous shot I set all fade in/out's the same for all models. These shots are with the correct fade in/outs, thats why these may not look as perfected as you so say.

About the dots on the skybox, thats my texture on my sphere model to create the moving sky.

Posted

Man oh man, that video is just stunning. Your work continually inspires Wesley, and I can't wait to play OL. Damn shame about the interiors, they are certainly the weakest area.

On the other hand sometimes lack of a ton of detail, as much as it is a cop out to say, helps the gameplay as much as it hurts the visuals. One thing is for sure, nothing is going to stop me from playing the shit out of this.

Thanks for sharing with us :cool:

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