sj_castle


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Game: Half-Life: Deathmatch
Added Sun Jun 13th 2004

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This map has a discussion topic which can be visited here

This is a castle map. I started it ages ago, and am hoping to get it finished before HL2 is out.

Thanks to mazemaster for the great cannon model.

[Updated] 13/06/04 - new download and screenshots


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[author]
Posted by scary_jeff on Sun Jun 13th 2004 at 10:15am

Thanks for the ideas with the textures and stuff. I think I'll put the next beta up later today, but I probably won't try changing the textures until after I have got a few comments on the new version. I'm hoping people will think I did a reasonable enough job of making things more interesting that not such a big change in the textures will be needed. Not that I don't want to make some more texture variation... meh
0 starsPosted by Campaignjunkie on Sun Jun 13th 2004 at 12:25am

http://www.cs.mtu.edu/~shene/DigiCam/Gallery/Travel/Finland/Turku/castle-1.jpg
? posted by scary_jeff
OK, I tried the sharpening thing. It makes the textures look better from far away, but close up they looke very grainy, so I think I'll go back to the normal ones. I've implemented about 75% of the stuff pointed out, I just need to reduce r_speeds a bit in a couple of areas, and interesting-ize a couple more areas before putting the next beta up.

Try Edit >> Fade Sharpen (after you apply a Sharpen filter) and you can set the opacity of the sharpen effects (as with almost any other filter) Maybe you can find a middle ground between smooth / grainy?

Some broken areas / rubble (it looks kind of like a well-aged castle) would work out nicely, with little wood beam bits sticking out and such. I think what you really need though, are some more castle-wall variations. Maybe apply some concrete and mortar on certain areas of the walls. Maybe something like this? :

[addsig]
0 starsPosted by 7dk2h4md720ih on Sat Jun 12th 2004 at 11:39pm

That doesn't really show what it looks like close up though.
0 starsPosted by Skeletor on Sat Jun 12th 2004 at 11:31pm

The textures will always look pretty crappy close up. When I saw this I thought I'd try it out.

EXAMPLE

You can probably guess which side is sharpened.

[addsig]
[author]
Posted by scary_jeff on Wed Jun 9th 2004 at 11:01pm

OK, I tried the sharpening thing. It makes the textures look better from far away, but close up they looke very grainy, so I think I'll go back to the normal ones. I've implemented about 75% of the stuff pointed out, I just need to reduce r_speeds a bit in a couple of areas, and interesting-ize a couple more areas before putting the next beta up.
0 starsPosted by ding on Wed Jun 9th 2004 at 6:02pm

go ahead jeff - this map will be great
[author]
Posted by scary_jeff on Wed Jun 9th 2004 at 10:46am

Hey that's really nice. I'll definately try that.

Cass - I seem to remember you saying last time that you had a texture set in mind that might be sueful for me... can you remember which it was?
0 starsPosted by Cassius on Wed Jun 9th 2004 at 4:13am

Damn you Nic, damn you to hell!
0 starsPosted by 7dk2h4md720ih on Wed Jun 9th 2004 at 3:29am

That's pretty neat Nic...
0 starsPosted by KingNic on Wed Jun 9th 2004 at 2:51am

Can I just suggest that you open the TFC2 textures in Photoshop and run some sharpen filters on them, Couple of samples:

This is just opening the texture in Photoshop, then filter>sharpen. Some textures can 'take' 2 sharpen filters. Basically just keep sharpening until they start to look cack

[addsig]
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