EDIT Grew too big, and it's only good for stealing prefabs from now.
Discussion
Posted by Victor-933 on
Tue Apr 11th 2006 at 3:16am
[Author]
Again, new screenshot set. Few more buildings added: a warehouse/garage
housing a human APC the rebels are fixing up, and a small shed housing
a trailer and some phys_cannisters (for those who don't know,
phys_cannisters go flying all over the damn place if you shoot them)
It's also been turned back to night. I'm in the process of adding more lights.
I personally thing you have a very good sense of architecture going on in this map. The buildings have an interesting shape and feel very well done. It's just a matter of fixing up the outdoors a bit.
Posted by Victor-933 on
Sun Apr 9th 2006 at 9:04pm
[Author]
Well the one provided is a strip mine; the one I'm creating is a shaft mine.. Thanks for the idea, though
One thing: reference shots. We can discuss a lot about what we think reality looks like, but there's only one way to find out and that's either going to a mine, or looking at pictures of a mine (which obviously gives a less good impression but is faster and easier to do).
I mean, look, that's quite a different kind of environment than what your maps shows, ah? Looks a lot more 'miney'. I'd say, go take a Google stroll and see what you can come up with to give this map a good, solid feel. :smile:
Posted by Elon Yariv on
Sun Apr 9th 2006 at 1:23pm
Doesn't matter what kind of mine it is... Grass growing on metal? I don't think it has all the nutrations needed for plants to grow on. :razz:
Posted by Victor-933 on
Sun Apr 9th 2006 at 1:27am
[Author]
The coal(hills) doesn't look like coal. Why is it green it should be black.
Well.. A) It's iron ore, not coal. B) it's an abandoned mine, so the grass has started to grow up into it..
Posted by Elon Yariv on
Sat Apr 8th 2006 at 10:34pm
Couldn't you add real tree models in the skybox? Couldn't you make the skybox look endless? I read somewhere you can!
I liked the nighttime better... with more artifictual lighting it could have been really nice. The coal(hills) doesn't look like coal. Why is it green it should be black. The grass texture really looks bad... to big a face for such a small texture. Try to break it with boulders, prop and decals.
Posted by Victor-933 on
Fri Apr 7th 2006 at 2:16am
[Author]
well.. the buildings aren't supposed to have a bunch of fancy
architecture and such -- they're sheetmetal shacks, so 90-degree-ish is
what I'm after, really..
I'll get to work on the terrain soon though.
Posted by Captain P on
Fri Apr 7th 2006 at 12:52am
Well, the brightness is certainly better.
The terrain needs much work, though. It's still just a flat, boring surface (with obvious texture repetition from that angle) but with a few hills thrown in. Don't be shy and put the whole terrain into dismaps, then create some real relief there. :smile:
It's also a very open area, with too little things of interest in it yet.
The buildings are too tidy, as is their placement. It makes the level feel blocky, or 90-degreed so to say. It's unnatural. Usually not an easy thing to avoid, but some angles now and then do wonders.
Keep it coming! :smile:
Posted by Victor-933 on
Fri Apr 7th 2006 at 12:04am
[Author]
Once again, new screenshots. The shadows are pointing the wrong way for
the skybox, but I don't really have the patience to re-run the compile
after fixing shadows. I was gone the whole time this was compiling.
As you can see I've switched it to daytime. I'm running my monitor at
full brightness and contrast so I can see, but when I dropped it to 75%
brightness and contrast I noticed that no amount of spotlights would
help in the nighttime setting I had.