Posted by Sparky911 on Fri Apr 7th at 1:41pm 2006
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Posted by G.Ballblue on Fri Apr 7th at 4:24pm 2006
Well adding a 3D skybox would definitely help
And I would also recommend making the grass terrain into a displacement map, since that would help too.
It also appears to be a fairly open map -- not necessarily a bad thing, but it needs some cover. The only things that there are to hide behind are the walls.
You may also be able to make it more interesting looking by changing the environment light angle, adding a sun entity if you don't already have one, and also consider adding some "junk" (barrels, broken bottles, trash, etc) since these always make things more interesting, at least from what I've seen.
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Posted by reaper47 on Fri Apr 7th at 10:34pm 2006
I'd say the main problem, visually, is that it still looks like a HL1 map. Flat buildings, no borders/details ect. Prop_statics and a skybox with some buildings in it could help. The CS theme and textures are all about realism but it's hard to get that layout to look "real". Maybe a wartorn building.
Posted by Sparky911 on Sat Apr 8th at 12:21am 2006
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Posted by reaper47 on Sat Apr 8th at 1:12am 2006
Bad idea, IMHO. Junk can add detail but you have to use brush geometry and lighting (!) to make the architecture look any intersting. Try borders, non-rightangled walls, wall columns ect. Add different lighting with shades of yellow(warm) and blue(cold). Get photos of places that look cool and moody and copy bits of architecture.
What about the lights inside that one building? They look to tacky?
I could be mean now and say the inside looks like Wolfenstein 3D... The old Wolfenstein 3D.
sry, but the extreme (floor texture for the ceiling) texture choices make the "flatness" of the walls omnipresent. The layout is completely right-angeled too.
Updating all this to a decent looking Source engine map will be a lot of work and requires to completely overthink the architecture. I think it will be hard to just "add on" what's there.
Posted by Sparky911 on Sat Apr 8th at 4:19am 2006
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Posted by Mr.INSANE on Sat Apr 8th at 6:00am 2006
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Posted by Captain P on Sat Apr 8th at 8:14am 2006
However, before putting in detail at random, consider the theme of the map. What is this supposed to become? Some sort of castle or such? If you can think up on a nice theme, it'll definitely help you creating your architecture and details more accurately.
As for that floor, it's not the floor alone - the room is awfully cubic, which feels unnatural with the chosen textures. I'd work on that first, then make the floor more interesting. You could use tapestry for that or some other stuff. Adding support pillars could also work well.
Talk about throwing in some architectural logic and breaking up long boring surfaces in the same go.
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Posted by Sparky911 on Sun Apr 9th at 12:37am 2006
Don't know just yet as to waht Im going to base a yard like this on. Hmmm...
Most fy_maps don't really have a theme. But now Im brainstorming ideas for a next map
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Posted by Sparky911 on Sat Apr 15th at 2:14am 2006
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Posted by Orpheus on Sat Apr 15th at 2:21am 2006
I tend to avoid commenting on CS maps unless I am solicited to do so but... I have noticed that "FY" maps tend to be very simplistic. This map seems to be a bit more than simple.
My compliments for breaking the mold.
Note: If my observations are erroneous.. Oh well, this map looks decent for any map class.
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Posted by Juim on Sat Apr 15th at 4:15am 2006
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Posted by Sparky911 on Sat Apr 15th at 4:59am 2006
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Posted by reaper47 on Sat Apr 15th at 11:10am 2006
The cellar now looks very good with the beams on the ceiling and the warmer lighting. The floor and walls are still a bit flat. Try to add one or two textures to them. What irritates me the most is the ladder. I don't really know why. Maybe because it looks too big and wide in proportion. Maybe if you tilt it a bit to seperate it from the (still) right-angled look of the room.
The outside now looks almost like a real place. Still think of a theme! You came this far and made a fy map look unusually good, so try to finish what you started. Some ideas: It looks a bit like a military building now. Maybe a prison, barracks ect. It could also be a weird industrial building like a factory producing handmade goods. Also try to break up that repetitive fence in the corner. It makes the map look more boxy than it is. Maybe a building in the back could help. Could be part of the skybox. This map, btw. absolutely needs a skybox. Try to fit it with the theme.
Posted by Sparky911 on Tue Apr 18th at 1:27pm 2006
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Posted by Elon Yariv on Fri Apr 21st at 7:39pm 2006
Posted by Sparky911 on Mon Apr 24th at 7:40pm 2006
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Posted by Sparky911 on Mon May 22nd at 6:15pm 2006
A 3D skybox has been added. Its a little plain but serves the purpose I hope. Seeing as Im not much of an artist and I wasn't happy with the skybox models I just made it in a desert with some hills and I added a river or creek.
I have been playtesting it with my clan and have made some minor changes to it. I returned a ladder in the one room that I removed earlier. I also repaired some of my displacements that were making the textures look a little off in the game.
Just a little more play testing with my clan as I work on making sure the weapon placements are just right. A benifit of the weapon system I have going here is that players are stipped of their weapons at spawn therefore eliminating awp/auto sniper whores. All players spawn with a knife, kevlar, and a degale with 2 clips of ammo.
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Posted by ReNo on Mon May 22nd at 6:29pm 2006
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Posted by Sparky911 on Mon May 22nd at 6:33pm 2006
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