dm_waterwerx_final
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Re: dm_waterwerx_final
Posted by Juim on Tue May 10th at 2:22am 2005


Febuary 14th 2006. I am finished with the map.

Reno, I did almost everything you mentioned, however, During my recent computer upgrade, My hard drive with the vmf file died, Doh! The only area I could'nt upgrade was the long hallway. Every one of your other suggestions was put into use. Many Thanks, and as well to the rest of you guys with your helpful comments,suggestions.

To work on this any further would be futile. Time to move on to another map.

I do think this one is a keeper though now.

I will try and get some screenshots up later today, but for now here's the download:

http://gamersdiner.com/downloads/dm_waterwerx.zip





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Re: dm_waterwerx_final
Posted by Addicted to Morphine on Tue May 10th at 3:23am 2005


I promised I wouldn't tell anyone...

It looks better now that it's brighter, although I don't think this killbox will be very popular. Perhaps it would be better if this was kept a behind the scenes learning exercise?

By the way, the textures definitely look better on your machine, although those bricks still look ginormous.

Well you've got lighting, cables, props, decals, ladders and weapons/items down. Time for a real map!
[addsig]




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Re: dm_waterwerx_final
Posted by Orpheus on Tue May 10th at 8:41am 2005


*whispers just above audibility*

"but, its a box"

[addsig]




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Re: dm_waterwerx_final
Posted by Juim on Tue May 10th at 1:40pm 2005


I like to consider it "just the first room", ahem.

I'm off to practice curved-arched hallways now.





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Re: dm_waterwerx_final
Posted by Orpheus on Tue May 10th at 1:47pm 2005


? quoting Juim
I like to consider it "just the first room", ahem.

*wipes brow*

cool, /me was scared for a second.

BTW, nice looking box full of props/prefabs you got there. smiley

/runs.

[addsig]




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Re: dm_waterwerx_final
Posted by habboi on Tue May 10th at 3:51pm 2005


Is it cubemapped?
Looks ok so far but make it more interesting with the arch tool as you wrote above smiley

[addsig]




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Re: dm_waterwerx_final
Posted by Juim on Fri May 13th at 11:56pm 2005


(bump)screenie updates above. [addsig]



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Re: dm_waterwerx_final
Posted by Addicted to Morphine on Sat May 14th at 12:06am 2005


This map certainly is a gallimaufry of different elements.

That light inside the crushed storage container doesn't make much sense. Perhaps a flare... or a lantern or a broken combine light thing that's been detached.

The scale seems really off.. its like halfway to a Rats map. I'm thinking particularly of the big door and the curved hallway.
[addsig]




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Re: dm_waterwerx_final
Posted by DrGlass on Sat May 14th at 1:27am 2005


the scale seems too big, but I can see that you are learning quite well.
[addsig]




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Re: dm_waterwerx_final
Posted by CrapinaBottle on Thu May 19th at 2:12am 2005


one thing is that it seems kind of random, y would there be one machine, then nothing else there? Also, right next to the machine is a huge red container trhingy of a moebobber, but anyways, good map for your first time!



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Re: dm_waterwerx_final
Posted by Cassius on Thu May 19th at 3:33am 2005


Don't take screenshots while crouching - it makes it impossible for us to judge the scale.



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Re: dm_waterwerx_final
Posted by Juim on Sun Jul 3rd at 3:03pm 2005


bump?

Sorry, did'nt know how else to move the thread up




Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead



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Re: dm_waterwerx_final
Posted by Spartan on Sun Jul 3rd at 3:18pm 2005


Ouch. You need some cubemaps in there.




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Re: dm_waterwerx_final
Posted by ReNo on Sun Jul 3rd at 3:23pm 2005


Crazy americans and your wrong way round date notation, always catches me off guard <img src=" SRC="images/smiles/icon_biggrin.gif">

Well, its improving. There still isn't much here that doesn't jump out to me as being overly simplistic and empty, but its getting there I suppose. The first screenshot is the most interesting of the bunch due to the attempt at varied lighting and some non-box architecture, but its a rather garrish clash in my opinion. Things need to be toned down and the colours should be a bit more subtle - the yellow in partcular, as yellow lighting thats so in your face tends to give a very "yucky" feel to a level. The fifth screenshot with the archways is also not too bad looking, but the lighting is bland and the textures don't sit too well with each other or the setting in my opinion - the concrete in particular is far too pristine to be part of a sewer of some description. Something you should certainly look into using are the layered textures, which are designed to be stacked above each other. These are easy to use (simply cut up your walls into horizontal strips and use the relevant texture on strip) and without demanding any complex architecture give your map a far more detailed and natural look.






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Re: dm_waterwerx_final
Posted by Juim on Sun Jul 3rd at 3:52pm 2005


I'm very interested in the layered textures you spoke of, is there somewhere I can get more info on this?.

Thanks for your reply also.




Quote from Nietzsche....God is dead
Quote from God....Nietzsche is dead



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Re: dm_waterwerx_final
Posted by ReNo on Sun Jul 3rd at 5:30pm 2005


I just mean that there are some textures that have different versions, typically for stacking purposes. Look at the textures and you will see that many of them have variants with features like stains or trims and are meant to be stacked vertically to stop repetition and add realism.






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Re: dm_waterwerx_final
Posted by Myrk- on Sun Jul 3rd at 10:53pm 2005


Or use a cubemap, that'll interest you I'm sure. Check leps tutorial on it- basically makes things look nicer and works out light and reflection values or something. Whatever it is, it doesn't matter, but you should place one in each room, and sometimes also around doorways.


-[Better to be Honest than Kind]-



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Re: dm_waterwerx_final
Posted by Addicted to Morphine on Mon Jul 4th at 12:52am 2005


I feel very small looking at these shots, like its been overscaled by a factor of 1.5

Also - the tunnel leading to your main waterpipe room (with the red and green lights) doesnt seem to be in the middle of the wall in relation to the other archway.

In your second picture It looks weird that the ramp touches both the ground and the grate. I think it should only come down and touch concrete.

But like ReNo said, its still very boxy, but you're improving the look, and its now less apparent.




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Re: dm_waterwerx_final
Posted by Orpheus on Wed Jul 6th at 12:04pm 2005


? quoting ReNo
Crazy americans and your wrong way round date notation, always catches me off guard

Its not the wrong way around poopchute. <img src=" SRC="images/smiles/icon_lol.gif">

Americans tend to type the date as its said out loud.. Hence 12/25/05 is December 25th..? People around here do not tend to say 25 December unless they are from the military.. I can read it almost any way its posted but prefer it the civilian way personally. The only thing that ever throws me is deciphering which was intended at the moment of posting. Having a multinational forum does throw me for a loop sometimes till I look who posted and then it usually falls into place. Americans tend to post it how I am accustomed, Uk's tend to post it the other... So when I see who posted I know how to read it correctly. <img src=" SRC="images/smiles/heee.gif">





The best things in life, aren't things.



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Re: dm_waterwerx_final
Posted by Dred_furst on Thu Jul 14th at 8:06am 2005


hmm, i say 25th december, sounds more formal imho... and im not in the military,
oh yeah, im in the UK soo...

Nice looking map btw, really could do with some env_cubemaps though,




I need a new sig




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