Re: cs_storage
Posted by Naklajat on Thu Aug 31st at 2:22am 2006
Based on what little I can see, it looks pretty sterile and bare, it needs more cover, alcoves, etc. as well as details like trash and stuff. I'd like to see a birds-eye view of the layout. The garage/loading dock area looks pretty good from a brushwork standpoint, but again, there's not much to go on from these screens.
The tree would also probably have more leaves around it's base, maybe even a raised pile, or they could be raked off to the side or something, maybe even model some waste bags full of dead leaves. Right now I see a ring of leaves around the tree as if a forcefield stopped them from landing right next to it. Check out the piles of leaves in cs_militia for a good example.

Naklajat
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Re: cs_storage
Posted by reaper47 on Fri Sep 1st at 12:26pm 2006
I'm looking at these screens as an "early draft" in which case they are excellent.
The first screen can't quite compete with the other two. One of the walls should be higher and it already needs a little more detail (maybe windows?) even in this early state. It's also too shady and boring lighting-wise. Add some lamps.
The shapes of the roofs in the second and third pic are well done. The lighting works. I'd up the lightmap resolution for the outside floor to 4 or so. The power pole would throw a sharper shadow then which should look interesting.

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Re: cs_storage
Posted by Naklajat on Fri Sep 15th at 4:52am 2006
Those beat-up cars make really awful cover, because you can see the enemy, but in most cases cannot shoot them because the hitboxes of the car models don't match up very well, and block bullets in places they shouldn't.
I agree with reaper47 on, well, everything he said, but especially the thing about johnstoblog.

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