de_something
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Re: de_something
Posted by sonicdm on Tue Dec 20th at 7:18am 2005


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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:

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Heres a map i have been working on for a week or so. its supposed to be a cold dreary day at an industrial complex of some sort. I dont have any custom resources used or anything but would if i didnt suck.







Before:

After:






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Re: de_something
Posted by Underdog on Tue Dec 20th at 1:52pm 2005


Dear f**king God. There must be megs on this page.


There is no history until something happens, then there is.



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Re: de_something
Posted by Addicted to Morphine on Tue Dec 20th at 7:04pm 2005


Aren't some of these shots old? I was watching the progress of the map over at mapcore and I thought you already added concrete areas near all the doorways as well as paths?

Anyway, I would displace the grassy areas, but be careful where they intersect with the path. You can clearly see the triangles where the concrete and the grass meet. I'd raise the paths a few units so that it doesn't look so awkward.

The bridge looks better with the wood, but I still think it looks out of place. It doesn't fit in with the whole commerical complex type theme. The footbridge looks like something you'd see in a Japanese garden.

I'd round off the concrete in the second to last shot, the right angle looks awkward, considering the fence is meeting at a different angle.

The outside of the buildings could use some more props, like piping etc. I think that was mentioned at the mapcore, but it deserves to be emphasized again.

Anyway -- looking forward to seeing this progress. Do you have any layout shots?
<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>




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Re: de_something
Posted by sonicdm on Tue Dec 20th at 10:14pm 2005


Yeah i do have the paths all done better. i was kindof tired when i posted this. I will try and fix the post when i get home from work.

Here is a rough layout shot.

there is still no 2nd bombsite to speak of but it will be off of that hall at the bottom





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Re: de_something
Posted by Addicted to Morphine on Tue Dec 20th at 10:50pm 2005


The top route looks great, but judging from the layout I think it needs some cover... or else people wont feel safe taking it. Perhaps a doorway or two that they can duck into.




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Re: de_something
Posted by fishy on Tue Dec 20th at 11:11pm 2005


/me hits sonicdm repeatedly with Orph's big stick.




i eat paint



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Re: de_something
Posted by sonicdm on Wed Dec 21st at 7:29pm 2005


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

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Here are some updates:
new overview:


Some T Spawn Changes:



And a big skybox bridge :o :






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Re: de_something
Posted by G.Ballblue on Wed Dec 21st at 7:45pm 2005


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


Even with all the compression that the gimp could muster, I still couldn't get it to far below 100kb, I think.

Anyways -- comments are on the image :P



Breaking the laws of mapping since 2003 and doing a damn fine job at it



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Re: de_something
Posted by fishy on Wed Dec 21st at 7:56pm 2005


G.B., could you explain to sonicdm how you managed to make a pic of only 40% of the filesize size of the original, because he seems to be ignoring me.


i eat paint



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Re: de_something
Posted by Myrk- on Wed Dec 21st at 9:41pm 2005


Ballblues pic looks absolute crap quality though- although this is probably a crappy jpeg processor or unnessesarily low settings.

As for the map- looks good, but look around, how often do you see entire areas of the same architecture? Places are generally built over time in chunks.




-[Better to be Honest than Kind]-



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Re: de_something
Posted by Underdog on Thu Dec 22nd at 1:37am 2005


? quoting Myrk-
Ballblues pic looks absolute crap quality though- although this is probably a crappy jpeg processor or unnessesarily low settings.

It would HELP, if they chose the correct image dimensions to begin with. In this way it wouldn't looks as stupid without the red text saying "You big dummy, you need it to be 800x600" or whatever translation you chose for "AUTO DOWNSIZED"

Secondly, and conversely, with the 800x600 jpg. you can spice the size up a notch without as much degradation. In other words images at 800x600 and 100k look much better than bigger images at 100k.

Of course we all know that great quality images at 800x600 CAN BE AT 60K or less, but here again, 100k is coolness for all.

Gblueball is obviously in need of a good quality image optimizer.




There is no history until something happens, then there is.



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Re: de_something
Posted by G.Ballblue on Thu Dec 22nd at 1:42am 2005


? quote:
Gblueball is obviously in need of a good quality image optimizer.



I have a great one -- it's called mspaint But this time around I chose to use gimp.

edit: Now that I feel so much better after my witty retort, I'll talk serious:

I don't really have a ture "optimizer" on my computer. But now that you mention it, I may try out one the well known optimizers around this site (xat anyone?)

edit: edit: I took a look at it, but I still feel that mspaint (I'm being serious) does a better job -- if not that, it's easier to work with, for me atleast. I just save a .jpg and it does extreme compression to my images, but they usually result in being pretty good.

Anyways. :P



Breaking the laws of mapping since 2003 and doing a damn fine job at it



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Re: de_something
Posted by Underdog on Thu Dec 22nd at 2:10am 2005


Blueman, you make my head hurt.

But thats OK, because I know how to make a great quality image at less than 100k. <img src=" SRC="images/smiles/icon_wink.gif">




There is no history until something happens, then there is.



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Re: de_something
Posted by Myrk- on Thu Dec 22nd at 1:22pm 2005


MSpaint is the worst Jpeg optimiser of them all G.ballblue, but lets not this map thread turn into a rant about image sizing- I think everyone gets the message, and if they haven't they never will :P


-[Better to be Honest than Kind]-



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Re: de_something
Posted by G.Ballblue on Thu Dec 22nd at 4:50pm 2005


Anyways,:P

I just noticed something about screen1: If thats an over head view we're looking at, shouldn't the top of the buidlings be nulled off? Or will the players be able to get up on top of the buildings and shoot down from them (implying that you'll need to actually see the top of the buildings).

It also looks like you're making an overlay -- if you need the roofs for that, then that's understandable, but I still think those roof tops need to be nulled.



Breaking the laws of mapping since 2003 and doing a damn fine job at it



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Re: de_something
Posted by Dark_Kilauea on Sun Dec 25th at 7:57am 2005


practice dude, practice


Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/




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