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[WIP] zs_merge


NightWolf

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Well its been a while since I have been working on any maps, so here is a new one... zm_merge. :)

I originally started it for a mapping competition for a mod called ZombieMod for CS:S but never finished it before the deadline.

Here are the screenshots of the underground tunnel part of the level.

zmmerge0003yf0.th.jpg zmmerge0002tp9.th.jpg zmmerge0001ov7.th.jpg

So what do you all think about it?

I still have not added props to this area of the map or decals, I also know about the pipe in shot 3 that is misaligned.

This is the first time I have experimented alot with lightmaps, almost everything you see in the screens have a lightmap scale of 1 resulting in long compile times but sharper shadows, if anyone has any suggestions on how to make those compile times faster I would love to hear it. :wink:

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lightmap scale of one is a little over the top :P I never go below 4 myself.

Anyhoo, you really should add some more detail there, and I'm not just talking props. To be completely honest I thought it was HL1 at first, but the water told me otherwise :/ Add trims, grates, round some corners, perhaps detail out the ceiling some more? add some more grime too.

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I decided to completely delete the old tunnel part and am almost done recreating it, I will hopefully have pictures of it soon.

Today I started messing with terragen and decided to create a new skybox for the map, I used a combination of terragen, skypaint, and photoshop to finish it.

Heres a screen shot of it in game.

skytest0000qd7.th.jpg

That is also my first skybox I ever created :banjo:

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And yet you've still managed to make it look blocky :P

The textures seem wrong for the type of architecture, brick walls are generally (in most cases) vertical because that's how bricks work (unless the wall is falling over, like my garage <_<) - and the blend into the concrete ceiling just highlights how off the bricks look.

I'd suggest using concrete all over, if the brown is your theme then pick a dirty brown concrete or get a small stone-brick texture that would fit the curve more.

The pipe supports seem unnaturally thick, try using a 1 unit thick brush instead of the 2 or 4 that you have there. The ropes connecting to it look out of place, ropes are nice but place them logically or it just looks overkill.

Maybe instead of those light-concrete trims on teh outside of the walls you could have an indented (and vertical) cut that holds some supports.

Some ref's (nice architecture and lighting) might give you an idea on how to expand and branch off into other areas while still keeping the sewer theme:

paris-sewer.jpg

13052287_1e6de54ca9_m.jpg

363579.jpg

etc

Sorry for excessive crits but you seem to know when something doesn't look right and needs changing, and I hate to just say "meh doesn't look good" without giving reasons.

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I think the new tunnels look good. some blocky-ness here and there but I think it should all be sorted with some smoothing groups and then some nice lighting.

Lighting should be essential for this kind of map (zombies/sewers...), dont stick with what you have, go for a darker yet realistic look, with some subtle warm colours (the red light looks a bit strong there)

my 'IHMO's :) looks good and hope to see more! good luck!

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  • 1 month later...

I knew I was forgetting to add a screenshot, here is another one.

zmmerge0002ty6.th.jpg

I know the pillars are huge and I plan on sizing them down.

I think the office is going to look completely out of place - I think you should edit the office textures (or make new ones Big Grin) to make them look a bit more in theme with the map (i.e darker, dirtier). I don't much like the rock texture outside - although I just don't like that texture in general.

For the office part I was aiming for it to have cs_office architecture and the look, the map is not set in an abandoned theme so I didn't want the office to be dirty.

Also the rock texture is likely to change.

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  • 1 month later...

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