I'm looking at your shots and the only thing I can think of is pure beautiness. Then again there's something missing. But I think I know what it is now: floor detail
I once read about a guiding principle for architects that goes something like this: 1 millimeter on the floor is 1 decimeter on the walls and 1 meter on the ceiling. If you don't like meters it just means that floor detail is more important than wall detail and - obviously - much more important than ceiling detail.
Add some detail (it can be a flat border of another texture) to the floor. In all three shots the floor looks almost like an ocean of nothingness which you don't notice immediately because the walls and ceilings have excellent detail already.
My favourite maps intentionally have something surprisingly detailed on the ceilings. But ultimately, it's the attention to the floor that makes the looks. It gives the map consistency. It's not even about a million billion polygons. Giving enough attention to the floor can result in 5 more polygons - but them in exactly the right spot. Maybe you should try that.
Re: de_malta
Posted by SpiKeRs on Sun May 28th at 2:11pm 2006
Posted by SpiKeRs on Sun May 28th at 2:11pm 2006
Was gonna release a beta today but its taking longer than I thought and it was hogging the comp so it looks like being a leave-overnight job. Will just release some final pictures, this time to show how the outside area has changed (hopefully for the better
" SRC="images/smiles/icon_smile.gif"> )




Hello there.
Re: de_malta
Posted by $loth on Sun May 28th at 3:00pm 2006

$loth
member
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Location: South England
Occupation: Student
Posted by $loth on Sun May 28th at 3:00pm 2006
Sex on a plate tbh.
$loth
member
2256 posts
286 snarkmarks
Registered: Feb 27th 2004
Location: South England

Occupation: Student
Re: de_malta
Posted by SpiKeRs on Mon May 29th at 10:03am 2006
Posted by SpiKeRs on Mon May 29th at 10:03am 2006
Here is ze dl linkie to beta 1:
http://www.mallosworld.co.uk/map/de_malta_b1.zip
It includes a nav file so you can run around with the bots
" SRC="images/smiles/icon_biggrin.gif"> Please give me as much feedback to work with as possible, ta!
(The pictures are more or less the same as in my last 2 posts so refer to them if you want a idea of how it looks)
http://www.mallosworld.co.uk/map/de_malta_b1.zip
It includes a nav file so you can run around with the bots
(The pictures are more or less the same as in my last 2 posts so refer to them if you want a idea of how it looks)
Hello there.
Re: de_malta
Posted by UmbraAlias on Tue Aug 15th at 11:09pm 2006
Posted by UmbraAlias on Tue Aug 15th at 11:09pm 2006
It looks good:), i didn't play it with bots or friends yet, but i'm sure it will play nicely!
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<br>Great job!
Re: de_malta
Posted by midkay on Wed Aug 16th at 12:24am 2006
Posted by midkay on Wed Aug 16th at 12:24am 2006
I don't really play CS:S so I didn't try this with bots or players, but I had a look around anyways.
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<br>The architecture and - especially - texturing work are really great. Indoors, everything feels very realistically dirty - trash on the floor, stains on the walls of varying sizes and shapes, wood splinters. The texturing choices indoors look absolutely great. Outdoors - same. Dirt, stains, streaks. Very good texturing out here as well, quite varied and realistic. I liked the architecture as well, quite detailed but not overdone.
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<br>I did notice a few things that you should keep in mind for your next map. One - I noticed two chairs outside floating almost a foot off the ground. Two - there were several places (pile of logs, wagon, hand railing) where I could jump on top of and see over the edge of the map, to a lot of nodrawed faces etc. Try to clip these areas off or raise the walls a bit next time. Three - I saw several radiators (heaters) sitting on the ground, which is rather unrealistic.. try raising them up half a foot and making them motion disabled/asleep.
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<br>Regardless of a few small visual problems that I doubt most players will even notice, the map looks great and I'd bet it plays quite well. Nice job! 
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