Black
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Re: Black
Posted by mrnatural on Wed May 5th at 12:32pm 2004


yeah...its actually look out from it. see my new pics.

thank you again.





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Re: Black
Posted by Gollum on Wed May 5th at 1:16pm 2004


? posted by scary_jeff
? quote:
HINT brushes have some ingenious applications


They do? Like what?

Ask KFS for the full account The most useful one I know of is to drastically cut VIS times by covering a complex world brush with a HINT brush. Effectively this removes it from the VIS calculations. Of course, you could just use a func_wall, but there are some disadvantages to that.

That won't help the r_speeds in the slightest, but it could make a huge difference in compile times.





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Re: Black
Posted by scary_jeff on Wed May 5th at 1:26pm 2004


Oh, decent. I'll have to try that out some time



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Re: Black
Posted by mrnatural on Thu May 6th at 12:53am 2004


hey zoners costum build tools reduced my wpoly count. like 100 in spots. huh. better compiling?





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Re: Black
Posted by Gorbachev on Thu May 6th at 1:53am 2004


mrnatural...hm, weren't you just playing DoD in the same game as me? [addsig]



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Re: Black
Posted by mrnatural on Thu May 6th at 2:16am 2004


noper wasnt me....lol. though dod rocks.

hey someone let me email you my rmf for what i have of my map so far and compile it using hint brushes. and see if it works than send me the rmf back. wanna get this down pat of where in my map they should be correctly placed. i want as low as r_speeds as possiable.

i have em but not sure if i placed em correctly.

only getting one bad spot and thats at the top of the elevator shaft looking near the entrance where the screen in knocked out.

thank you if you would do this for me.





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Re: Black
Posted by mrnatural on Fri May 21st at 1:21am 2004


check out my new screenshots there people.

thanks





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Re: Black
Posted by Tracer Bullet on Fri May 21st at 1:30am 2004


#1 Too dark

#2 very nice, but just haveing a texture for the lights on the ceiling is kind of weak. do some brushwork there.

#3 I still think the lights on the floor like a bit silly. are you useing texture lighting? I bet it would make them look much better if they were recessed.

overall you need more contrast. it's all kind of flat grey and boring. I don't nesecarily recomend changing your textures, they doo seem well chosen. just be more dramatic with the lighting. light_spot is calling for your name. heed the call.

[addsig]




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Re: Black
Posted by ReNo on Fri May 21st at 1:33am 2004


I agree with Tracer entirely - its the lighting that is bringing this down. Play around with colour a little, particularly for little highlights at certain bits of brushwork or in corners, etc. Tone down the general lighting and provide alternating pools of light and dark for contrast. Using the light_spot entity is an easy way to achieve this. [addsig]



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Re: Black
Posted by mrnatural on Fri May 21st at 1:47am 2004


ok

the one room is dark. i have yet to fiq out tex lighting.

though your right. alot more contrast too make a black and white map more predominant. black and white tends to make a map look simpler. so ill have to work on lighting alot.

ill check the recessed floor lights. see if i like it.

thanks





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Re: Black
Posted by 7dk2h4md720ih on Fri May 21st at 1:50am 2004


A marked improvement on your last effort, no more blue. The area in the third screenshot needs the most attention. It's a solid hallway, but it's lacking in colour and the lighting needs serious improvment. I like the first screen, the only serious flaw is the unnatural way the window is broken and the inappropriate decal on it. Screen two faces similar issues to the third one regarding the lack of atmospheric lighting. I remember it was mentioned about the last build too but that destroyed section of wall still looks squarish.

Overall good work and improvements, keep working on it. [addsig]




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Re: Black
Posted by mrnatural on Fri May 21st at 2:09pm 2004


thanks..no color though. its gonna be done in black and white.

than in negative image for my second map...haha. ( but thats a secret )

yeah bad shot on the broken section. other way its look grovery....

ok..decal is gone...but i got spinning arrows pointing to my weapons. do i really want that much realism? besides i like fake looking broken glass. haha joking.

thanks again for pointers. i appreciate feedback.





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Re: Black
Posted by mrnatural on Fri May 21st at 2:12pm 2004


any want a bsp ?????

lol. ill send it via email.

some of the themed maps ive seen id love to run around on even if they arnt done.

id give ya feedback...so.





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Re: Black
Posted by mrnatural on Mon May 31st at 4:58pm 2004


hey if any want to try out my map on won the server is dead again and the ip 24.229.184.211:27015

the password is black.

glitches in the map so. working alpha. lol

cya





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Re: Black
Posted by Cassius on Tue Jun 1st at 4:04am 2004


I tried to join and I got REJECTED for some reason.



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Re: Black
Posted by mrnatural on Wed Jun 2nd at 12:16am 2004


ah...sorry...no idea.



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Re: Black
Posted by mrnatural on Fri Jun 4th at 2:03am 2004


hey.

that texture lighting is kewl. making my own unique rad files works out well with my custom textures.

anyway..check out the third screenshot and you guys let me know how it looks please.

thank you

shayne "mr.natural" hawkins





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Re: Black
Posted by 7dk2h4md720ih on Fri Jun 4th at 2:15am 2004


I took some pics of this but didn't write comments, give me a few mins.




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Re: Black
Posted by mrnatural on Fri Jun 4th at 1:29pm 2004


i changed the map around quite a bit. thats why just the last screenshot.

thanks

shayne





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Re: Black
Posted by 7dk2h4md720ih on Fri Jun 4th at 1:37pm 2004


Ignore any of this that is obsolete.



1. The weapon arrows are a bit unnecessary, it just seems like you added them because they look cool.



2. Have the button target an ambient_generic with a locked door type sound.



3. These light fixtures are neat but they'd look just as good flush with the floor while saving polys. They're also far too close together.



4. Shameless use of crates here. Why would there be a bunch of wooden crates blocking the door to the elevator? No wonder the place is in such disrepair! A couple of medium sized crates would look better but something not a crate would be preferable.



5. I wouldn't go with a black and white theme. While it may seem a novel idea, it just ends up looking dull and lifeless. Handicapping yourself by not using colour puts you at a severe disadvantage.



6. As you can see, I was quite thorough! I liked all the destroyed stuff and the way you had to go around damaged areas.



7. Just a world brush a few units too small, looks far too straight to be an intentional crack.



8. It's generally considered bad practice to have areas where you can't get out of. Maybe it's just not finished though.



9. If you want people to be able to jump/fall off the side, make the exterior a little more presentable.

Overall a decent map, but needs more razzle-dazzle!





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