Just a new map for me to learn about source engine and its entity structures. Alittle bit of everything will go into this, but it should be playable, and entertaining as well.
Discussion
Posted by Dred_furst on
Thu Jul 14th 2005 at 8:06am
hmm, i say 25th december, sounds more formal imho... and im not in the military,
oh yeah, im in the UK soo...
Nice looking map btw, really could do with some env_cubemaps though,
ReNo said: Crazy americans and your wrong way round date notation, always catches me off guard :biggrin:
Its not the wrong way around poopchute.
Americans tend to type the date as its said out loud.. Hence 12/25/05 is December 25th..? People around here do not tend to say 25 December unless they are from the military.. I can read it almost any way its posted but prefer it the civilian way personally. The only thing that ever throws me is deciphering which was intended at the moment of posting. Having a multinational forum does throw me for a loop sometimes till I look who posted and then it usually falls into place. Americans tend to post it how I am accustomed, Uk's tend to post it the other... So when I see who posted I know how to read it correctly. :heee:
I feel very small looking at these shots, like its been overscaled by a factor of 1.5
Also - the tunnel leading to your main waterpipe room (with the red and
green lights) doesnt seem to be in the middle of the wall in relation
to the other archway.
In your second picture It looks weird that the ramp touches both the
ground and the grate. I think it should only come down and touch
concrete.
But like ReNo said, its still very boxy, but you're improving the look, and its now less apparent.
Or use a cubemap, that'll interest you I'm sure. Check leps tutorial on it- basically makes things look nicer and works out light and reflection values or something. Whatever it is, it doesn't matter, but you should place one in each room, and sometimes also around doorways.
I just mean that there are some textures that have different versions,
typically for stacking purposes. Look at the textures and you will see
that many of them have variants with features like stains or trims and
are meant to be stacked vertically to stop repetition and add realism.
Crazy americans and your wrong way round date notation, always catches me off guard :biggrin:
Well, its improving. There still isn't much here that doesn't jump out
to me as being overly simplistic and empty, but its getting there I
suppose. The first screenshot is the most interesting of the bunch due
to the attempt at varied lighting and some non-box architecture, but
its a rather garrish clash in my opinion. Things need to be toned down
and the colours should be a bit more subtle - the yellow in partcular,
as yellow lighting thats so in your face tends to give a very "yucky"
feel to a level. The fifth screenshot with the archways is also not too
bad looking, but the lighting is bland and the textures don't sit too
well with each other or the setting in my opinion - the concrete in
particular is far too pristine to be part of a sewer of some
description. Something you should certainly look into using are the
layered textures, which are designed to be stacked above each other.
These are easy to use (simply cut up your walls into horizontal strips
and use the relevant texture on strip) and without demanding any
complex architecture give your map a far more detailed and natural look.