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Post by Khallal on Sept 29, 2009 22:03:21 GMT
www.fpsbanana.com/maps/112853I would like to have people to comment the map. What you should have in your post preferably is one bad thing and one good thing. Try point out so much as possible that could be improved and what that looks great/awesome/good. ~Khallal
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Post by dafatcat on Sept 29, 2009 22:15:01 GMT
Judging from your screenshots, it has terrible brushwork and fog that looks ugly.
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Post by 3kliksphilip on Sept 29, 2009 23:54:01 GMT
You need to add some env_cubemaps in, and you need to do something about that fog because it really does look bad. The texture work is also a bit lacking. Make the trees less predictable around the outside of the courtyard, they repeat a fair bit.
Now for the good bits.
I like your use of props, you've used them well in the warehouse. You've got some nice brush work going on, with the slanted roofs and the underground sewer / contra areas.
Try using different textures. The ones you're using are dark in colour or just plain dull. Add a brighter light_environment with a sunnier colour so that it actually looks like a sunny day, as the skybox texture suggests. The lighting inside looks fine, but you could change the light entity to a downwards pointing light_spot in the sewer area.
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Post by khallal on Sept 30, 2009 11:53:28 GMT
Okey... I tried fix so much as i could... Etc made the sun have a more of a glory light... Its more of a yellow. then i made the fog more of a blue color as a fog cause i thought water is usually encountered as blue so i made a blue fog ... The trees i have a hard time. I am trying to make it a forest but i fail big time. But i will work and work. Practise gives skills. The "warehouse" have the outside colour. Cause it should fit together with the little "parking" house. I gave the parking house a door and a big door ... One slide and one rotate. Didn't add more props cause i like it as it is... Perhaps i should change stuff down the cloaks but i will leave it for now... When i get those god damn light_spot work i will use them down in the cloaks... How do you change colour on them by the way ? With the painting/texture application, its simple but good through me. I did a env_cubemap and playtested and did build_cubemap or whatever in console. It didn't actually do so much of a difference. Don't know what the word DULL means xD so i won't bother figure it out. but i guess it means like its boring texture. But most "secret" and out of society buildings is boring xD No fashion there you know [edit] Raised the pictures
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Post by khallal on Sept 30, 2009 14:29:32 GMT
Update Note : Well, I got bored on that big floating text in the sky so i went on Photoshop CS4 and started work on a texture that says "made by khallal" . Picture: Sorry for double post And about the picture. It not the prettiest text but it does stand out. I did it all by my self with a digital board EDIT: Hopefully the finished version of this will look quite much better. after all it is going to be a texture.
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Post by 3kliksphilip on Sept 30, 2009 23:21:16 GMT
Bright purple doesn't go well for fog. Change it to a subtle greeny grey colour, and set its end distance to 4000
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Post by khallal on Oct 2, 2009 17:26:10 GMT
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Post by john88z on Oct 2, 2009 21:53:22 GMT
You still dont have cubemaps. Atleast judging from your pics, everything is still a bluish tint. And please dont put a "Map Made by:" in your map, its incredible unprofessional. Also when taking screenshots type: r_drawveiwmodels 0 cl_drawhud 0 in your console. It makes screenshots look alot nicer.
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Post by 3kliksphilip on Oct 2, 2009 21:54:49 GMT
I still think you can do better.
It looks as if the fog is still purple. You've extended the distances which minimises the problem, but I'm sure it's still too purple.
The light_environment won't change if you change the fog_controller, I think that you've changed its angles. It looks as if it's at a totally flat angle now, as most of the level is in shade. It doesn't look too bad. Try changing the colour to a pale red colour to make it look like a sunset.
Finally, learn how to use cubemaps, because there are a lot of textures in your level that could benefit from them. The nails on your hands look like you've only got a cubemap outside- or none at all. Place one in every room.
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Post by khallal on Oct 2, 2009 22:56:53 GMT
I tried with the cubes.. No big sucess.... I see that it exists but they wont work as you say. The fog is fine xD Sure i could do better. But i am making a go on map with this. A working site down the road . I will work with details more on that one. So far it is just made a lot of blocks of no draw textures O.o...
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Post by john88z on Oct 3, 2009 2:29:08 GMT
Well I went ahead and got the about right fog color for you. Put these numbers in the primary fog color: 80 99 115
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Post by khallal on Oct 3, 2009 8:58:05 GMT
Thank you
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Post by Zeph on Oct 13, 2009 23:01:32 GMT
add decals or overlays onto the walls to break them up a bit. they are a bit samey.
Or maybe have one wall with the plaster falling off and you can see the stone behind... just something to break it up a bit.
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