This map was born from a chunk of dm_parasite, which I ripped out and built around. The setting is an industrial structure, on the edge of a swampy region. Hopefully a good time to be found for all - enjoy.
Hmm, well don't judge it by screenshots alone, Cass. I'm not neccesarily going for strict realism here, but I did hope it felt solid, functional, and interesting. Maybe strange is good, I don't know - I definately want it to have some unique character.
It doesn't look bad, but it looks strange. The lighting is pretty all-over-the-place. In almost every screenshot, there's something that doesn't look like it has any conceivable purpose.
Ok, it looks like there are 2 versions of the green tile texture; one with bump and one without. The bump version seems to be missing an alpha map for the spec channel (hence the glossy, ugly, specularity), but the non-bump version seemed fine with low shader settings. The texture is Tilefloor019a_nobump (the one that looks ok); just incase anyone else is using this texture - you might want to check your map with low shader specs.
"Looks pretty cool, but I know you know theres work to be done still with lighting... The light fixtures seem to be in random places. "
examples? I know there are some spotlights stuck in certain places, but I was more interested in dramatic effect, than 100% logical placement. Did you actually play the map, or are you going by screenshots alone?
Just 5 minutes ago, I was able to reproduce the error that keved was having with the green tile floors. I switched my shader detail to low, and they turn super ugly. I don't know what else to do with, other than replace them, as it doesn't seem to happen with any other texture.
Posted by French Toast on
Mon Feb 21st 2005 at 10:19pm
Looks pretty sexy, I'll give this one a download and post later.