The Great Outdoors

The Great Outdoors

Re: The Great Outdoors Posted by Skeletor on Sun Dec 28th 2003 at 9:23pm
Skeletor
312 posts
Posted 2003-12-28 9:23pm
Skeletor
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312 posts 41 snarkmarks Registered: Dec 28th 2003 Occupation: Student Location: California
Some images in this post have been automatically down-sized, click on them to view the full sized versions:

I just started working on a new map and was looking for some suggestions on how to improve what I have so far... Here's some screens of the CT spawn:

User posted image

(Note: the screen above was taken before the two below.)

User posted image

User posted image

I'm trying to get those walls to look a bit better...
Re: The Great Outdoors Posted by Cassius on Sun Dec 28th 2003 at 9:30pm
Cassius
1989 posts
Posted 2003-12-28 9:30pm
Cassius
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1989 posts 238 snarkmarks Registered: 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
Kage_Prototype
1248 posts
Posted 2003-12-28 9:44pm
1248 posts 165 snarkmarks Registered: 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
1989 posts
Posted 2003-12-28 9:55pm
Cassius
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1989 posts 238 snarkmarks Registered: 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
mazemaster
890 posts
Posted 2003-12-28 10:00pm
890 posts 438 snarkmarks Registered: 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
Wild Card
2321 posts
Posted 2003-12-28 10:10pm
2321 posts 391 snarkmarks 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
Forceflow
2420 posts
Posted 2003-12-28 10:10pm
2420 posts 451 snarkmarks 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
Gorbachev
1569 posts
Posted 2003-12-29 1:41am
1569 posts 264 snarkmarks Registered: 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 beer hunter on Mon Dec 29th 2003 at 7:34pm
beer hunter
281 posts
Posted 2003-12-29 7:34pm
281 posts 602 snarkmarks Registered: Jul 6th 2003 Occupation: Beer taster Location: The Pub
I'm trying to get those walls to look a bit better...
IMO thats a bad idea, do the overall layout first, set the bomb/hostage locations, work on the choke points etc. and then concentrate on the details.

There's no point spending a lot of time on an area at an early stage only to find later on that you have to scrap it.
Re: The Great Outdoors Posted by Myrk- on Tue Dec 30th 2003 at 2:07am
Myrk-
2299 posts
Posted 2003-12-30 2:07am
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2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
Looking good, build some more!

:biggrin:
Re: The Great Outdoors Posted by ReNo on Tue Dec 30th 2003 at 1:21pm
ReNo
5457 posts
Posted 2003-12-30 1:21pm
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
beer hunter said:
I'm trying to get those walls to look a bit better...
IMO thats a bad idea, do the overall layout first, set the bomb/hostage locations, work on the choke points etc. and then concentrate on the details.

There's no point spending a lot of time on an area at an early stage only to find later on that you have to scrap it.
Each to their own I say - personally I build concept areas, detail them, decide if I like the theme and THEN continue. Working on a big layout and then deciding the theme isn't gonna work out can ALSO lead to maps being scrapped, and it ends up giving you nothing. Even if you end up scrapping the map after only the concept area, at least you gained the experience of building an area to the best of your abilities, and I can assure you that early in your mapping career that will teach you a lot each time.
Re: The Great Outdoors Posted by Adam Hawkins on Tue Dec 30th 2003 at 1:47pm
Adam Hawkins
858 posts
Posted 2003-12-30 1:47pm
858 posts 333 snarkmarks Registered: 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
5457 posts
Posted 2003-12-30 1:55pm
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 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 beer hunter on Tue Dec 30th 2003 at 1:58pm
beer hunter
281 posts
Posted 2003-12-30 1:58pm
281 posts 602 snarkmarks Registered: Jul 6th 2003 Occupation: Beer taster Location: The Pub
Even if you end up scrapping the map after only the concept area, at least you gained the experience of building an area to the best of your abilities, and I can assure you that early in your mapping career that will teach you a lot each time.
True enough, either way you do it, you're going to learn something from the experience.
Re: The Great Outdoors Posted by matt on Tue Dec 30th 2003 at 2:42pm
matt
1100 posts
Posted 2003-12-30 2:42pm
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1100 posts 246 snarkmarks Registered: 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-
2299 posts
Posted 2003-12-30 2:48pm
Myrk-
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2299 posts 604 snarkmarks Registered: 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
Skeletor
312 posts
Posted 2003-12-30 7:29pm
Skeletor
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312 posts 41 snarkmarks 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.
Re: The Great Outdoors Posted by Cassius on Fri Jan 2nd 2004 at 10:14pm
Cassius
1989 posts
Posted 2004-01-02 10:14pm
Cassius
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1989 posts 238 snarkmarks Registered: Aug 24th 2001
ReNo said:
beer hunter said:
I'm trying to get those walls to look a bit better...
IMO thats a bad idea, do the overall layout first, set the bomb/hostage locations, work on the choke points etc. and then concentrate on the details.

There's no point spending a lot of time on an area at an early stage only to find later on that you have to scrap it.
Each to their own I say - personally I build concept areas, detail them, decide if I like the theme and THEN continue. Working on a big layout and then deciding the theme isn't gonna work out can ALSO lead to maps being scrapped, and it ends up giving you nothing. Even if you end up scrapping the map after only the concept area, at least you gained the experience of building an area to the best of your abilities, and I can assure you that early in your mapping career that will teach you a lot each time.
Amen to that Reno. So many people in the mapping community, on NS in particular, look at 'map the layout first' like it was one of the Ten Commandments, when in fact both methods end up being roughly equal. Though it's bad to have a good looking map with terrible gameplay, it's just as bad to have a map constructed completely out of one texture in vague patterns. These two elements combinded is what mapping is all about.