October

October

Re: October Posted by Crackerjack on Fri Dec 16th 2005 at 3:38am
Crackerjack
264 posts
Posted 2005-12-16 3:38am
264 posts 126 snarkmarks Registered: Feb 28th 2003 Location: DC
Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

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HEY! so its been about a year sinse I have really shown any of my work or done anything. Well thats because mods like to act like game dev companies which i believe is bullls**t. So i left them! And took my work with me. hahaha. This map is pretty small not sure if want to release it as a DM map or what i am going to do with it. Also there is another map I have to show but unfortunatly I deleted all the pictures so I will have to take more some other time. Anyways heres October.

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Crackerjack Level Design Site
Re: October Posted by Crono on Fri Dec 16th 2005 at 3:49am
Crono
6628 posts
Posted 2005-12-16 3:49am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Needs more transition between the water and the grass.

Some grass sprites would be nice too.

The rocks could use some alteration as well.

All I can see are problems with boring textures. But the brushwork and displacements look good.

[EDIT]
AH! That's what looks weird. The ground is so clean. You need leafs. It'd be cool to see them floating in the water too. (it can be done!) The grass looks a little too tamed also.
Blame it on Microsoft, God does.
Re: October Posted by Crackerjack on Fri Dec 16th 2005 at 3:59am
Crackerjack
264 posts
Posted 2005-12-16 3:59am
264 posts 126 snarkmarks Registered: Feb 28th 2003 Location: DC
well i just moed the lawn there.. it would explain the tamed grass.

No seriously good suggestion man thanks :wink:
Nightwatch Level Designer
Crackerjack Level Design Site
Re: October Posted by Addicted to Morphine on Fri Dec 16th 2005 at 4:22am
Posted 2005-12-16 4:22am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Looking good, but Crono's right on the money with his comments.
This map needs some fallen leaf overlays, to really go with the October
theme.

And just out of curiousity, how does one make floating leaves on the water Crono?
Re: October Posted by Crono on Fri Dec 16th 2005 at 4:30am
Crono
6628 posts
Posted 2005-12-16 4:30am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
The same way you'd make floating boxes. Just change the brush work and texture. I would imagine anyway.

Something else you could do, but it'd be a little harder, is to mess with some materials. Like, messing with dust particles and such. To give it a "full of leaves" look in the water. But, I don't know how to do that, I just know you should be able to do things like that in source.

I don't know, I haven't done it, but you can get imaginative.
Blame it on Microsoft, God does.
Re: October Posted by ReNo on Fri Dec 16th 2005 at 5:17am
ReNo
5457 posts
Posted 2005-12-16 5:17am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I seem to recall de_inferno from CS Source having some leaf filled
fountains or something, but I've only checked it out once a fair while
back and can't remember how it was done. May even have been part of a
single model. Worth checking out though man. What stands out to me most
of all is the steep embankments covered in grass, which looks rather
unnatural. Real shame you can't do more than 2 way blends in source,
would be neat if you could go between 3 or something in a single
material. As it stands it takes some careful planning of how you build
your displacements to get nice blends between more than 2 textures.

I'm a bit concerned that there isn't much in the way of landmarks in
the map, at least judging by the screenshots. Flooded paths with steep
grassy embankments seems to define the setting, but from what I can see
those 3 first shots could all be of the same area or of entirely
seperate ones. Things like the more remarkable rock shapes and tree
jutting into the gameplay area go some way to providing landmarks for
gameplay purposes, but perhaps not quite far enough. If you shove up or
fire me a link I'll be able to take a look tomorrow and be able to give
a better prognosis :wink:

Good to see you back working again though mate!
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Designer @ Haiku Interactive | ReNo-vation.net
Re: October Posted by fishy on Fri Dec 16th 2005 at 8:08am
fishy
2623 posts
Posted 2005-12-16 8:08am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
rotate your tree models, so that it's not so obviuos that lots of them are clones of each other. in the last pic, top right, you can see that the outlines of at least three of the trees are identical.
i eat paint
Re: October Posted by Captain P on Fri Dec 16th 2005 at 8:44am
Captain P
1370 posts
Posted 2005-12-16 8:44am
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
At first glance, it's almost a photograph. At second glance, not only
leafs are missing but bushes and other low green stuff as well. A snowy
mountain in the distance wouldn't be a bad thing, too.

Also, what are your further plans with this? Some woodcutters camp
around or such, or a waterfall? There's plenty of room for more
landmarkable area's here. Keep it up. :smile:
Create-ivity - a game development blog
Re: October Posted by Underdog on Fri Dec 16th 2005 at 1:33pm
Underdog
1018 posts
Posted 2005-12-16 1:33pm
Underdog
member
1018 posts 102 snarkmarks Registered: Dec 12th 2004 Occupation: Sales-Construction Location: United States
Crono said:
The ground is so clean. You need leafs.
Pages from a book? Now thats a novel idea. :lol:

About the pictures. Someday I am going to bop everyone in the nose for posting such needlessly oversized screens. But for now, I suggest a more wintry theme. You have naked trees, of which the leaves should be present someplace. The contrasting color between the green grass and the obviously bare trees is to striking to overlook.

The tranquil water would also benefit from a colder style of atmosphere as well.

The rock textures I do not really like much but could benefit from a bit of snow capping too.

The log? If thats what it is in the stream needs a bit of branches. Damned few logs are so straight.

A ray of sunshine focused on a key location would be good as well.

Winter days tend to be clear but placing some close ground fog to show a temperature inversion some place would add spice too.

Lose the planks. They don't fit.

Now, fix those damnable screens to a more beneficial size please.
There is no history until something happens, then there is.
Re: October Posted by Addicted to Morphine on Fri Dec 16th 2005 at 2:44pm
Posted 2005-12-16 2:44pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
The log in the stream is one of the driftwood props (from what I can tell), so I don't think Crackerjack can add branches to it.

I actually don't think adding snow is necessary... as long as he does
something to dull or break up the really green grass (which, like you
said, is an overly striking contrast).

I agree with what ReNo said earlier about the rolling hills being quite
steep for not having any rocky ridges, and it's a shame you can't 3-way
blend textures.
Re: October Posted by Crackerjack on Fri Dec 16th 2005 at 6:49pm
Crackerjack
264 posts
Posted 2005-12-16 6:49pm
264 posts 126 snarkmarks Registered: Feb 28th 2003 Location: DC
The rocks are props guys.... can really do anything about them. But again this is a WIP... gameplay on this map is done I will post an overhead later. Its a king of the hill map.
Nightwatch Level Designer
Crackerjack Level Design Site
Re: October Posted by satchmo on Fri Dec 16th 2005 at 7:45pm
satchmo
2077 posts
Posted 2005-12-16 7:45pm
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
I think the water shouldn't be so still. Some rolling texture would be nice to spice the water up, especially near the rocks and the log.

I think light_environment is too dim. It should be brighter, but the color of the light is perfect.

And yes, careful application of some overlays is absolutely key.
"The greatest thing you'll ever learn is just to love and be loved in return." -- Toulouse-Lautre, Moulin Rouge
Re: October Posted by reaper47 on Fri Dec 16th 2005 at 7:45pm
reaper47
2827 posts
Posted 2005-12-16 7:45pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
The water and trees are arranged nicely. Personally I don't see much
I'd change here, except for adding texture blends on the grassy
displacemnts. Maybe use a blend to rock or earthy textures under
the rocks and the steep parts of the hills.

The map just screams for some points of interest that stand out from
the background more. Maybe some bits of architecture and spotlights
that create some contrast to the uniform sky color. Like I said I
really like how the map is arranged currently but it needs something
more than than the plain hills and water. It feels like it only relies
on pretty water effects and prop models but it doesn't! Everything is
placed thoughtfully but currently there isn't much to explore.

PS: please make the screenshots 800x600, it's easier to view.
Re: October Posted by ReNo on Fri Dec 16th 2005 at 7:49pm
ReNo
5457 posts
Posted 2005-12-16 7:49pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
You could try some non-sourced lights for atmosphere purposes. Outdoor
maps like this with no man-made structures often rely too much on the
single light_environment, but if you shove some point lights, around
the water to give the flooded areas a slightly coloured glow or
something for example, it could spice things up a bit.
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Designer @ Haiku Interactive | ReNo-vation.net
Re: October Posted by Ferret on Sat Dec 17th 2005 at 8:30am
Ferret
427 posts
Posted 2005-12-17 8:30am
Ferret
member
427 posts 478 snarkmarks Registered: Jan 28th 2002 Occupation: Student
reno is right. A subtle light difference will do wonders. Not enough to be seen without LOOKING for it. But might "fake" color bounces, like the grass is bouncing green light against some stones. You'd have to play with it obviously but it could liven it up. Once you get some leaves in there, you'll reallly get some color variation that will liven the place up while maintaining your October atmosphere.