Dm_Cloudcity
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Re: Dm_Cloudcity
Posted by ReNo on Mon Jan 30th at 4:02pm 2006


I agree with Orph entirely. Your exteriors are visually astounding - there is so much to look at and the architecture spans such a large area, that its hard not to be impressed. The interiors however are almost entirely unremarkable. Get some depth to your interior architecture and bring it up to par. Take a look at this thread one mapcore, as I3yG-MaK posted a far better demonstration of doing so than I have to hand <img src=" SRC="images/smiles/icon_smile.gif">

http://www.mapcore.net/forums/viewtopic.php?t=4265&start=15

I'll try and give it a run through soon and give some feedback.






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Re: Dm_Cloudcity
Posted by Orpheus on Mon Jan 30th at 4:58pm 2006


? quoting ReNo
I agree with Orph entirely.

*blushes*

Its rare to see the words "agree" and "entirely" in any response that also has "Orph" in it.

Thanx Duncan.





The best things in life, aren't things.



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Re: Dm_Cloudcity
Posted by Addicted to Morphine on Tue Jan 31st at 3:38am 2006


I agree with Orph and ReNo as well.

I really like the outside areas, because I can't even tell where the 3Dskybox begins and where the level ends, because it seems legitimately alive, and because its got so much depth.

The indoor areas can't compare right now... seems like corridors and crates, just judging from the shots.

Also, I don't really like the light texture (the big white spot with the little white spots around it) that you've got in the hallway. You might be better served using a model.




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Re: Dm_Cloudcity
Posted by MisterBister on Sun Feb 5th at 5:32pm 2006


Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Time for a small update.

Ive had lots of great feedback from all over the place, thanks alot for that everyone. This week ive been working on the indoor environments, a good friend made a new texture for the windows on the skyskrapers. The texture is not final, but much better than the one before i think.


Heres a pic of the new warehouse. I started with chopping a hole in the floor and continued from there, personally i think it looks pretty cool, however its not done yet. Feedback would be very helpful =).


Heres a pic of the new windows. (Yes i know about the texture alinment, im workong in that).


Heres a pic of the new lab. The area felt a bit claustophobic, and i didnt have very much space to build on, so I added windows to make it feel less tight.




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Re: Dm_Cloudcity
Posted by Orpheus on Sun Feb 5th at 5:43pm 2006


Much better inside.

Those offices with lights on?

You need more variations. Executives have big windows, peons tend to have none, or very small ones.

Offices have mainly florescent lighting so I would try to stick with blue tinted varieties of light.

Another thing to consider. Floors average 10-15 feet apart (if you add in ventilation and plumbing and such). Each floor having some sort of a window.

IMO, you have to many windows.

/ 2 cents.





The best things in life, aren't things.



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Re: Dm_Cloudcity
Posted by ReNo on Sun Feb 5th at 5:46pm 2006


Interiors are looking much better, good work on that. Watch the alignment of the tiled floor in the last picture though - looks a bit awkward as it is. You may want to put a trim or something around the edge of the floor holes to cap off the transition a bit better. I'm not too keen on that shot of the exterior for some reason - probably because it is less "busy" than the other shots and the lighting is a bit bland - but I think the windows are probably an improvement. Would be nice to see them in one of areas you had shown shots of before to do a comparison <img src=" SRC="images/smiles/icon_smile.gif">





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Re: Dm_Cloudcity
Posted by MJ on Mon Feb 6th at 1:24am 2006


textures dont show up for me
Do they go in half-life 2 deathmatchhl2mpmaterialsdm_cloudcity?




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Re: Dm_Cloudcity
Posted by MisterBister on Tue Feb 14th at 12:41pm 2006


Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Progress:
I havent done anywhing to the map since the last week because of s**tty school work which me and my group had to present, and it went straight to hell.. Anyways, ill hopefully be alble to give you some updates next week.





? quote:

Much better inside.

Those offices with lights on?

You need more variations. Executives have big windows, peons tend to have none, or very

small ones.

Offices have mainly florescent lighting so I would try to stick with blue tinted varieties

of light.

Another thing to consider. Floors average 10-15 feet apart (if you add in ventilation and

plumbing and such). Each floor having some sort of a window.

IMO, you have to many windows.


Thanks for the feedback about the big windows. Ill look into that.





? quote:

Interiors are looking much better, good work on that. Watch the alignment of the tiled floor in the last picture though - looks a bit awkward as it is. You may want to put a trim or something around the edge of the floor holes to cap off the transition a bit better. I'm not too keen on that shot of the exterior for some reason - probably because it is less "busy" than the other shots and the lighting is a bit bland - but I think the windows are probably an improvement. Would be nice to see them in one of areas you had shown shots of before to do a comparison.


The indoor levels are still WIP, thanks for the heads up anyway. The pic is only showing the 3D-sky. Heres a pic for easier comparison:






? quote:

textures dont show up for me
Do they go in half-life 2 deathmatchhl2mpmaterialsdm_cloudcity?


The materials should be in half-life 2 deathmatchhl2mpmaterialsmapsdm_cloudcity.
However the old alpha version that is available is almost completely covered with the grey dev textures.




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Re: Dm_Cloudcity
Posted by Addicted to Morphine on Tue Feb 14th at 12:55pm 2006


The images appear to be broken (at least for me).




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Re: Dm_Cloudcity
Posted by MisterBister on Tue Feb 14th at 1:05pm 2006


? quote:
The images appear to be broken (at least for me).


There you go.. snarkpit seemed to add two "BR" to the link... Dont know why..




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Re: Dm_Cloudcity
Posted by MisterBister on Mon Feb 27th at 7:08pm 2006


Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:Right.. Time for a small update.
Ive been making textures and remade the 3D-sky a bit during this week, however theese changes are small so i wont bother you with more pics.

Ive also done a remake of the elevator shaft to match the detail level of the rest of the map.Many people has told me about the map being a bit too dark, so i thought it would be wise to make the shaft a bit more bright aswell.

Heres a pic of how it looked like before:


Heres a pic of how it looks right now.


Ive had complaints about the screenshots being too compressed, so this time i havent compressed them at all! Hopefully you wont kill me for making the load times too long.




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Re: Dm_Cloudcity
Posted by ReNo on Mon Feb 27th at 7:25pm 2006


Yup, that looks far more interesting. Doesn't really look like you increased the functional brightness much (looking at the platforms players can actually be on), but the scene is far less dark overall. Good job <img src=" SRC="images/smiles/icon_smile.gif">





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Re: Dm_Cloudcity
Posted by Orpheus on Mon Feb 27th at 8:31pm 2006


? quoting MisterBister

Ive had complaints about the screenshots being too compressed, so this time i havent compressed them at all! Hopefully you wont kill me for making the load times too long.

Can't ever happen, if you do it correctly. I find the concept of someone making a great map, but completely unable to post images correctly a bit hard to believe. Stinks of "I can't be bothered"

This second picture definitely looks great (its content, NOT its size.) The lights may or may not be bright enough, since screenshots usually lie about that sort of detail, but the atmosphere went up markedly with the new additions.

I am not even going to mention my tutorial again. You've been here far to long now.





The best things in life, aren't things.



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Re: Dm_Cloudcity
Posted by MisterBister on Wed Mar 15th at 11:46am 2006


Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Sorry about the delay, but I've been busy in school.
All ereas have now been enhanced and look quite well, but there are still lots of stweaks to do before final. However im quite close to releasing a beta-version of the map.

The biggest changes are new textures, but there are also places that have been enhanced by more detail. I have brighten all of the screenshots to make it easier to see for those who use CRT monitors.


Heres a corridor that has been enhanced quite a bit, however it still looks quite dull. I will add more detail to it before the final version.


This room has been enhanced with new textures, aswell as the blue monitor in the ceiling.
The chairs to the right will hopefully be replaced by models before final release.


Here's a pic from a scene that hasnt been enhanced with new detail, however new textures has been applied. Its quite difficult to see them from this angle thoug (stupid me).


The same scene from a different angle, here you can more clearly see some new textures that I made (the orange ones for example) .


Heres the warehouse from a different angle. it hasnt been enhanced much, except for the orange textures to the far left.


Heres the elevator shaft from a different angle, the new stuff is that the connections to the shaft has been detailed and fit in properly.




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Re: Dm_Cloudcity
Posted by reaper47 on Wed Mar 15th at 2:39pm 2006


I love the window textures and advertising in the background. Put even more of that in. Add some details to the lower areas also. Cover the whole background with bright spots until it looks completely random. I think what makes great sci-fi city settings is that feeling of a "grown" city, of buildings that aren't planned but added to the place over hundereds of years. Right now it looks too much like a single architect built the whole city (actually that's the case <img src=" SRC="images/smiles/icon_biggrin.gif"> ) so maybe you have to "break" the symmetry and architectural styles a bit more.

One more thing I noticed (and I don't know if it's true): Those orange textures look almost exactly like the orange room textures. Maybe I'm just paranoid but make sure you don't get used to the orange room textures too much and accept them as a part of your (finished) level. I don't think the orange color fits with the rest of the level - at all!




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Re: Dm_Cloudcity
Posted by Addicted to Morphine on Wed Mar 15th at 2:54pm 2006


Yeah, regarding the orange texture, I like the way it highlights the outside areas, but I feel like you could dirty it up, or add lines to give it some character or something to make it appear different from the default dev texture.

I'm finally getting a sense of the business and complexity of your level, which is amazing.

The warehouse looks better -- but perhaps you could custom model something cool to transport aside from crates?




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Re: Dm_Cloudcity
Posted by BlisTer on Wed Mar 15th at 8:09pm 2006


some nice shots in there. how are the fps ?


These words are my diaries screaming out loud



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Re: Dm_Cloudcity
Posted by Myrk- on Thu Mar 16th at 5:46pm 2006


The 2nd screenshot you posted last page looks a little empty. I'd suggest putting a wall with an open arch doorway with a big glass pane so you can see into that section with the rechargers. Don't make the glass breakable.


-[Better to be Honest than Kind]-



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Re: Dm_Cloudcity
Posted by Addicted to Morphine on Thu Mar 16th at 7:04pm 2006


I was just looking at the higher resolution textures over at mapcore, and I finally noticed the fog effects you have going on underneath. I can't believe I never noticed it before, it looks great!




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Re: Dm_Cloudcity
Posted by MisterBister on Sun Mar 26th at 7:13pm 2006


Progress:
Ive been working on elevators and elevator shafts today, aswell as texturing here and there. As far as I can see, the beta should'nt be to far away. However dont expect it to be released this week or something like that...
I dont want to make something hasty =).



? quote:

I love the window textures and advertising in the background. Put even more of that in. Add some details to the lower areas also. Cover the whole background with bright spots until it looks completely random. I think what makes great sci-fi city settings is that feeling of a "grown" city, of buildings that aren't planned but added to the place over hundereds of years. Right now it looks too much like a single architect built the whole city (actually that's the case image ) so maybe you have to "break" the symmetry and architectural styles a bit more.

One more thing I noticed (and I don't know if it's true): Those orange textures look almost exactly like the orange room textures. Maybe I'm just paranoid but make sure you don't get used to the orange room textures too much and accept them as a part of your (finished) level. I don't think the orange color fits with the rest of the level - at all!


Thanks for the feedback, ill definitky add more advertising once Im done with the beta.
The orange textures are made by me and doesnt really look like the dev textures once youre ingame.





? quote:

Yeah, regarding the orange texture, I like the way it highlights the outside areas, but I feel like you could dirty it up, or add lines to give it some character or something to make it appear different from the default dev texture.

I'm finally getting a sense of the business and complexity of your level, which is amazing.

The warehouse looks better -- but perhaps you could custom model something cool to transport aside from crates?


Ill do what I can to the orange textures. I barely knew anything about photoshop before i started doing the textures to this map, thats why they look a bit ugly. Ill see if I can have some help from some of my very skilled texture artist friends once im done with the beta.
I dont know very much about modelling, and creating stuff for HL2 is far beyond my knowledge, but perhaps I could make someone to do it for me..




? quote:

some nice shots in there. how are the fps ?


Its kinda hard for me to tell how good the FPS are since ive got a pretty good machine, but compared to lost coast with HDR on, my map has better FPS. And if you compare to dm_neon, it has better FPS aswell.





? quote:

The 2nd screenshot you posted last page looks a little empty. I'd suggest putting a wall with an open arch doorway with a big glass pane so you can see into that section with the rechargers. Don't make the glass breakable.


Thanks for the advice, i will look into it.





? quote:

I was just looking at the higher resolution textures over at mapcore, and I finally noticed the fog effects you have going on underneath. I can't believe I never noticed it before, it looks great!


Yes, its been there for quite some time, however its been a real pain in the ass to add the same fog to the 3D-sky. Ill deal with that once the beta is done.





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