Re: The Great Outdoors
Posted by Cassius on
Sun Dec 28th 2003 at 9:30pm
Cassius
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Aug 24th 2001
Go easy on him, ladies. :biggrin:
Re: The Great Outdoors
Posted by Kage_Prototype on
Sun Dec 28th 2003 at 9:44pm
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Dec 10th 2003
Occupation: Student
Location: Manchester UK
1. Downsize them properly, they're a bit slow to load
2. Don't use the default skybox. Because it looks bad.
3. Seems way too cramped for a CT spawn, let alone a CS map
4. It seems on the last screenie, on the left, two plant brushes aren't aligned up properly i.e. one is longer than it should be.
5. It looks too easy to jump out of the map over the plants. Best put a wall behind them.
To be honest, it just looks way too unifinished and a bit rushed. Spend a bit more time on it and refine it some more, taking design into consideration a bit more. It's not enough to really comment on.
Re: The Great Outdoors
Posted by Cassius on
Sun Dec 28th 2003 at 9:55pm
Cassius
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Aug 24th 2001
CS player size is smaller than HLDM size, and think about the scaling when you look at the pictures - the bushes should be just under 1 1/2 times the player height.
Re: The Great Outdoors
Posted by mazemaster on
Sun Dec 28th 2003 at 10:00pm
Posted
2003-12-28 10:00pm
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Feb 12th 2002
Looks pretty good for a start. I like the way the trim extends into the arch. You might want to mess with the lighting since right now the lighting looks pretty bland.<!-- Kerio Popup Killer - script has been appended by KPF -->
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Re: The Great Outdoors
Posted by Wild Card on
Sun Dec 28th 2003 at 10:10pm
Posted
2003-12-28 10:10pm
2321 posts
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Registered:
May 20th 2002
Occupation: IT Consultant
Location: Ontario, Canada
I say a dark setting something like a night sky with stars. The complementary crickets.WAV noise and maybe some over head lighting or try a "moonlight" effect.
Re: The Great Outdoors
Posted by Forceflow on
Sun Dec 28th 2003 at 10:10pm
Posted
2003-12-28 10:10pm
2420 posts
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Registered:
Nov 6th 2003
Occupation: Engineering Student (CS)
Location: Belgium
Looks great to start your map with ... but the map looks a bit to "narrow" ... Try to hide the edges of your map by placing bushes or walls or something.
Re: The Great Outdoors
Posted by Gorbachev on
Mon Dec 29th 2003 at 1:41am
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Dec 1st 2002
Location: Vancouver, BC, Canada
The bricks on the inside of the arches should be aligned horizontally not vertically. I like the general architecture, could be a good theme to continue with.
Re: The Great Outdoors
Posted by Myrk- on
Tue Dec 30th 2003 at 2:07am
Myrk-
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Occupation: CAD & Graphics Technician
Location: Plymouth, UK
Looking good, build some more!
:biggrin:
Re: The Great Outdoors
Posted by Adam Hawkins on
Tue Dec 30th 2003 at 1:47pm
858 posts
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Aug 25th 2002
Occupation: Specialty Systems Manager
Location: Chesterfield, UK
I have to say I prefer the brick texture you used in the first shot, but that's probably just my personal preference. I also agree that a night-time setting would really set the scene with hooting owls and such :smile:
The way the trim merges into the archway is very nice and the arch's shape is slightly different to the usual standard half-circle. Pretty cool, are you going for a realistic setting or a more fantasy, cartoony feel? I think it would suit a cartoon setting really well with the exaggerated arch shapes :smile:
GJ
Re: The Great Outdoors
Posted by ReNo on
Tue Dec 30th 2003 at 1:55pm
ReNo
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Occupation: Level Designer
Location: Scotland
Nope not personal preference Adam, general preference I think, as I agree wholeheartadly, the old texture was better. You should also have a trim of some form along the top of the wall I reckon, but I wouldn't extend the height of the wall anymore with is, so drop the wall height and make the trim max at the same height the wall currently does (I'm sure that could have been explained easier). This kinda reminds me of Rampart for some reason, I guess its the fantasy castle theme.
Re: The Great Outdoors
Posted by matt on
Tue Dec 30th 2003 at 2:42pm
matt
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Jun 26th 2002
Occupation: Student!
Location: Edinburgh
needs some custom textures
Re: The Great Outdoors
Posted by Myrk- on
Tue Dec 30th 2003 at 2:48pm
Myrk-
member
2299 posts
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Feb 12th 2002
Occupation: CAD & Graphics Technician
Location: Plymouth, UK
Hmmmm as Reno said each mapper works his own ways... I tend to build my map, if r_speeds are high I fix em at all costs, otherwise I tend to leave the map to rot :razz:
I lost patience with mapping long ago :sad:
Re: The Great Outdoors
Posted by Skeletor on
Tue Dec 30th 2003 at 7:29pm
312 posts
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Registered:
Dec 28th 2003
Occupation: Student
Location: California
Yea, I have no experience texturing and can't really find any online that I think will suit this map. Anyway, I'm wonedring if I should scrap the wall and go for some terrain brushes instead? I just can't figure out how to gget that to look a little more exciting.