NightWolf Posted January 7, 2007 Report Share Posted January 7, 2007 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. 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: Quote Link to comment Share on other sites More sharing options...
Skjalg Posted January 8, 2007 Report Share Posted January 8, 2007 lightmap scale of one is a little over the top 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. Quote Link to comment Share on other sites More sharing options...
mabufo Posted January 9, 2007 Report Share Posted January 9, 2007 Lightmaps need to be in powers of two on the source engine - or at least that's what I'm told. Quote Link to comment Share on other sites More sharing options...
NightWolf Posted January 14, 2007 Author Report Share Posted January 14, 2007 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. That is also my first skybox I ever created Quote Link to comment Share on other sites More sharing options...
NightWolf Posted January 14, 2007 Author Report Share Posted January 14, 2007 Update is here! I decided to destroy the old tunnel and recreate it from scratch, its less... blocky and I didnt like the old one anyway I still have a little more work to do on this part also. Quote Link to comment Share on other sites More sharing options...
Rick_D Posted January 15, 2007 Report Share Posted January 15, 2007 And yet you've still managed to make it look blocky 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: 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. Quote Link to comment Share on other sites More sharing options...
NightWolf Posted January 15, 2007 Author Report Share Posted January 15, 2007 Thanks for the constructive criticism, I don't think there is such thing as too much of it Now that you bring up all those points they do make a lot of sense, and I plan on making a lot of changes. Quote Link to comment Share on other sites More sharing options...
Fearian Posted January 15, 2007 Report Share Posted January 15, 2007 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! Quote Link to comment Share on other sites More sharing options...
NightWolf Posted January 16, 2007 Author Report Share Posted January 16, 2007 I did some changes and I think it looks better, I also added a ton more smoothing groups to make things look rounder I'm still tweaking the lighting and deciding about pipe placement. Quote Link to comment Share on other sites More sharing options...
NightWolf Posted February 24, 2007 Author Report Share Posted February 24, 2007 I did some more work on zm_merge, the tunnels are now done except for trash and other props and some decals. There is still a lot of work to do, I would bring screen shots sooner but I have been busy here lately. Quote Link to comment Share on other sites More sharing options...
SnipaMasta Posted February 24, 2007 Report Share Posted February 24, 2007 I think the office is going to look completely out of place - I think you should edit the office textures (or make new ones ) 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. Quote Link to comment Share on other sites More sharing options...
NightWolf Posted February 24, 2007 Author Report Share Posted February 24, 2007 I knew I was forgetting to add a screenshot, here is another one. 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. Quote Link to comment Share on other sites More sharing options...
Dodger Posted February 24, 2007 Report Share Posted February 24, 2007 Ey keep mappin and it will be fine.. Quote Link to comment Share on other sites More sharing options...
NightWolf Posted April 15, 2007 Author Report Share Posted April 15, 2007 More media! Please leave comments and suggestions as usual. Also when the map is done the sprites in the room with the beams wont be that bright. Quote Link to comment Share on other sites More sharing options...
Rick_D Posted April 16, 2007 Report Share Posted April 16, 2007 coming along very nicely Quote Link to comment Share on other sites More sharing options...
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