Re: How to achieve that Futuristic Deathmatch look
Posted by G4MER on
Sat Jan 8th 2011 at 10:48am
Posted
2011-01-08 10:48am
G4MER
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I know Orph used to have some great brush work when it came to this style, and a few others here do as well. I am wondering how do you achieve that look, is it angles, or large open spaces, is it the textures?
I keep trying to get that feel/look, but I never seem to get it right, any advice or suggestions? Besides give up.
Re: How to achieve that Futuristic Deathmatch look
Posted by Orpheus on
Sat Jan 8th 2011 at 12:37pm
Posted
2011-01-08 12:37pm
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I am unsure what you mean about futuristic but if you could point to a map (not necessarily mine) and ask how that was done it would help.
(and I hesitate to say this but posting several screens would help more since I cannot remember all the names of so and so's maps)
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Re: How to achieve that Futuristic Deathmatch look
Posted by Crono on
Sat Jan 8th 2011 at 6:45pm
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That URL goes to Blood Run which is more Gothic than anything else. Maybe you want to look into that style if that's what you're looking for.
The trick there, is to make everything blocky and complex, not smooth and elegant. Also, rust helps. A lot of rust.
If that's not the correct map, then ... link the correct map.
Blame it on Microsoft, God does.
Re: How to achieve that Futuristic Deathmatch look
Posted by G4MER on
Sat Jan 8th 2011 at 6:53pm
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As said in my post, not exactly what I am looking for. And the link was more for the whole site rather than the one map.. the over all concept and look each of those maps has in common. I am also looking for more images to link here to give an idea.
Re: How to achieve that Futuristic Deathmatch look
Posted by Orpheus on
Sun Jan 9th 2011 at 1:41pm
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Did'ja find those screens yet? I'd kinda like to see'em.
The best things in life, aren't things.
Re: How to achieve that Futuristic Deathmatch look
Posted by Orpheus on
Sun Jan 9th 2011 at 6:37pm
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Given the texture pack, all of those would be fairly easy to recreate methinks. That said, I am way out of practice and have yet to reinstall Hammer. But it looks to me its just lights and whistles.
All of those have excellent depth and use of space. Each one of those examples also uses textures to break up the flat plane of the walls.
Let me get home and I'll see if I can get hammer to function and we'll move from there.
If you got a copy of Spit 5 or 7 look at Yaks areas. his are chock full of these things. Try Cataclysm too.
The best things in life, aren't things.