Sector Gamma

Sector Gamma

Re: Sector Gamma Posted by Captain P on Thu Apr 15th 2004 at 10:25am
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Take a look at the screenshots from Sector Gamma and tell me what you think of it...

I'm pretty eager to hear your comments...
Re: Sector Gamma Posted by Leperous on Thu Apr 15th 2004 at 10:52am
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Doesn't look bad, although bit simplistic in areas, and I hate those textures, they're too 'crispy' :/
Re: Sector Gamma Posted by Captain P on Thu Apr 15th 2004 at 10:58am
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Crispy textures? What do you mean?

Outside is somewhat simplistic, that's right... Maybe some more train cars and some crates/containers? Mmh, the large buildings are also kinda silly concrete textured. I haven't made textures for them yet. I'll do.
Re: Sector Gamma Posted by Adam Hawkins on Thu Apr 15th 2004 at 11:04am
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Not sure whether its the textures or the screenshots themselves, but something has been 'sharpened' giving the nasty 'crispy' look. The FLF team recently did it with some screenshots of one of my maps and I wasn't best pleased - it gives a false impression of what the map looks like.

Either way though, you're map could definitely benefit from a different texture set. There's some nice architecture, just a shame that the textures you chose to use make it look a little lifeless and flat :smile:
Re: Sector Gamma Posted by Captain P on Thu Apr 15th 2004 at 11:05am
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I'm creating the textures myself, so... They're too sharpened, you say? Probably the small brick wall texture, but the others, also too sharpened?

I'll blend them a little... :smile:
Re: Sector Gamma Posted by Adam Hawkins on Thu Apr 15th 2004 at 11:11am
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If it's the textures that are sharpened then i'd say that the grass, the brick texture you mentioned, and the rock are overly sharpened :smile:
Re: Sector Gamma Posted by half-dude on Thu Apr 15th 2004 at 12:53pm
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good textures and a good map, keep it up
Re: Sector Gamma Posted by Captain P on Thu Apr 15th 2004 at 2:02pm
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Heh! The grass and the rock texture are from de_piranesi.wad, CS. I use them still but I'll replace them too with self-made ones later. I need a track for the trains anyways... :smile:
Re: Sector Gamma Posted by matt on Thu Apr 15th 2004 at 3:21pm
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I think the textures are lovely. Keep up the good work Captain P!
Re: Sector Gamma Posted by ReNo on Thu Apr 15th 2004 at 3:49pm
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I think they are too sharp also - sharpness can be nice but only to an extent, and this has crossed that boundary. The bricks on the interior shot need to be changed - why would they build such a large building out of such tiny bricks anyway? Would use a huge load of mortar to hold them together.
Re: Sector Gamma Posted by Captain P on Thu Apr 15th 2004 at 4:46pm
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Posted 2004-04-15 4:46pm
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Yep, I get the message... blend the brick texture.

@ ReNo: some plaster over the wall, here and there intersected with a break in it, showing the bricks behind it? About large brick walls, it does happen in real-life... but yes, the walls could use some more variation on the texture.
Re: Sector Gamma Posted by ReNo on Thu Apr 15th 2004 at 4:53pm
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You don't necessarily need to not use bricks, its just that the current texture is of loads of really small bricks and it looks repetitive. By all means use a brick wall if you think its most suitable, just try some less repetitive ones and that will probably go hand in hand with having larger bricks. It might be a good idea to break up the surface as well though, be it with some sections having plaster over the brick or whatever.
Re: Sector Gamma Posted by Cassius on Thu Apr 15th 2004 at 4:54pm
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The textures, especially outside, are so bland and unidentifiable that it almost looks abstract.
Re: Sector Gamma Posted by Captain P on Thu Apr 15th 2004 at 4:55pm
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I think the bricks are of good size, in reality they are quite small too actually.

I'll go for the plaster here and there. The repetitiveness of that texture has been mentioned before by some others from my Dutch forum, so I'm aware of it. (If not, I should be by now... :biggrin: )

And what do you mean, Cassius? Keep in mind that some are still test textures, especially the ones on the buildings on the background.
Re: Sector Gamma Posted by JFry on Thu Apr 15th 2004 at 9:37pm
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I really like your choice for the direction of your environment lighting and I think it compliments your architecture very well (the first pic especially looks good). I think the problem with the textures is that it clashes your theme (which I'm assuming is industrial factory). Everything looks too clean and perfect. Maybe some pollution and rust hehe. It doesn't look all that bad as is however I do agree about the bricks being too small. Also I can't quite put my finger on it but the third pic just looks wierd...

EDIT: Forgot to add that the mountainy thing in pic 2 looks very good.
Re: Sector Gamma Posted by Gorbachev on Thu Apr 15th 2004 at 10:28pm
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The buildings seem excessively large, while the textures seem excessively small.
Re: Sector Gamma Posted by Andrei on Fri Apr 16th 2004 at 8:16am
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LOVE the hills, but that grass looks...pretty ugly.
Re: Sector Gamma Posted by Jinx on Fri Apr 16th 2004 at 10:12pm
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looks interesting. i especially like the third pic, reminds me of the Super Mario Bros. underground areas :lol:
Re: Sector Gamma Posted by Cassius on Fri Apr 16th 2004 at 10:41pm
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To tell you the truth, the problem is hard to identify for me. It doesn't look like there are buildings, just large grey blocks slapped on the ground. There isn't much life in them.
Re: Sector Gamma Posted by Captain P on Sat Apr 17th 2004 at 6:57am
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I agree it looks too clean. I'll do something about it.

The buildings are large and they're meant to be large. I stretched the textures on them 4 times. But these textures are Half-Life textures. I still need to replace them with custom ones. They look lifeless indeed now.

The grass texture comes from de_piranesi, and so does the rock texture. I'll replace them too.
Re: Sector Gamma Posted by SkyOniX on Mon Apr 19th 2004 at 3:57am
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Pretty cool so far dude.
Re: Sector Gamma Posted by Captain P on Tue Apr 20th 2004 at 11:24am
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Mmh, I redid the brick wall texture now. It's not the final version but I wanted to hear if you like it. If I'm going the right direction, so to say... :smile:

http://www.websamba.com/captainp-home/custom/gamma_inside_3.jpg

Mmh, the screenshots still have some sharpening I see... I guess it's because I take them on 1600x1200 and resize them 50 %...
Re: Sector Gamma Posted by JFry on Tue Apr 20th 2004 at 7:53pm
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yes that texture is much nicer but with the whole wall like that it looks repetitive. Maybe a comprimise between the two? Also you could try making it cinder block instead of brick.
Re: Sector Gamma Posted by Captain P on Tue Apr 20th 2004 at 8:05pm
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Mmh... cinder blocks...

I was dubbing about using cinder-blocks on an outside building, I'm gonna do that. As for the inside... I guess I'll have to do some more research on how old industry buildings like these were constructed... I think cinder blocks could do some but not on all faces here.
Re: Sector Gamma Posted by Tracer Bullet on Wed Apr 21st 2004 at 2:49am
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Nuclear reactor = reinforced concrete everywhere

got to stop those gamma rays :smile:
Re: Sector Gamma Posted by Captain P on Thu Apr 22nd 2004 at 8:51pm
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Well, actually... concrete doesn't stop gamma rays. Not that effectively. 5 cm of concrete halves the gamma ray intensity... Lead does a better job with 1 cm.

Concrete in nuclear reactors is there to protect the structure in case of explosions. The Chernobyl reactor did not had a concrete shell around it, so when the disaster happened an enormeous part of the roof was blown up high.

After the melt-down, a concrete bunker was built around the still active reactor. That bunker is called the 'Sarcophage'. That's the concrete thing you see in the first screenshot. The one with the vertical concrete beams.

Well, soon I'll have some new screenshots of the reworked inside. I've worked on the layout of the inside last days. I'll put some more trains in the outside bytheway, to provide some more interesting combat area (extra cover...)
Re: Sector Gamma Posted by Tracer Bullet on Fri Apr 23rd 2004 at 11:33pm
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Captain P said:
Well, actually... concrete doesn't stop gamma rays. Not that effectively. 5 cm of concrete halves the gamma ray intensity... Lead does a better job with 1 cm.
Um no. obeveously lead does a better job, however it is far to expensive to use as a construction material. I believe a couple meters of concrete is usualy favored over a couple centimeters of lead, unless the application requires a very small mass or volume of shielding, such as protective cloathing.
Re: Sector Gamma Posted by scary_jeff on Sat Apr 24th 2004 at 9:19am
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Doesn't being surrounded by lead do something bad to you? Didn't they used to use 'lead paint' in houses, but there was some kind of problem with it? If you use lead to protect you from the gamma, do you need something else to protect you from the lead?
Re: Sector Gamma Posted by Captain P on Sat Apr 24th 2004 at 2:14pm
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You probably refer to lead-poisoning, like the Romans had?

Mmh... I see iron needs 1,5 as much length to halve radiation as lead. Still better than crete, though... water needs 2 times the lenght crete needs to halve gamma-radiation.

I guess, in protective suits, they use different materials. As far as I know, the higher the density of the material, the less is needed to halve the radiation. There might be other factors as wel, though.

About my map, soon I'll give out some more screenshots of the inside, wich I'm reworking (if only I didn't had so much tests and exams on school now).
Re: Sector Gamma Posted by Captain P on Thu May 6th 2004 at 11:19am
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Re: Sector Gamma Posted by ReNo on Thu May 6th 2004 at 12:54pm
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That looks really nice actually, I really like the wall tiles for some reason, it makes a change from seeing the normal brick / plaster / concrete that most maps use.
Re: Sector Gamma Posted by G.Ballblue on Wed May 19th 2004 at 1:10am
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I was looking at snapshot 2. I think the top of the "bunkers" or whatever the small buildings are, could use either (A) a few more textures, or (B) more detail. Most buildings have a standard of 3 materials (textures) but the small buildings were a bit simplistic.

I love those wall tiles in shot3. =D The tile real good with the size of the object.





Yippie Ki Yay!
Re: Sector Gamma Posted by Captain P on Wed May 19th 2004 at 8:01pm
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Yes, those buildings will get another roof texture and a trim texture on their walls (to fit the roof texture better).

I haven't made these textures yet so I just used the wall texture. But it's going to be replaced soon.

About the third screenshot, that's the area I'm currently devoting a lot of time on. Nice to see it shows. :smile:
Re: Sector Gamma Posted by 7dk2h4md720ih on Wed May 19th 2004 at 8:14pm
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The 'tile' texture is misaligned on the vertical supports in the upper section of the third screenshot. :smile:
Re: Sector Gamma Posted by Captain P on Wed May 19th 2004 at 10:01pm
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You're a true Sniper, A_S... You've accurately spotted my texture lazyness. :smile:
Re: Sector Gamma Posted by 7dk2h4md720ih on Wed May 19th 2004 at 10:15pm
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:biggrin: Thanks.

I really like that area, but it looks a little too empty. I understand it's supposed to be abandoned but it looks as if it was never used aside from the dirty textures. Maybe add a couple of vents, a fancy computer or even some cryptic posters! :smile:
Re: Sector Gamma Posted by Gorbachev on Wed May 19th 2004 at 10:26pm
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Still lacking some tracks for them trains. :|
Re: Sector Gamma Posted by 7dk2h4md720ih on Wed May 19th 2004 at 10:38pm
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Those aren't trains you moron. They're a rare breed of box-antelope indigenous to Chernobyl. They feed on grass and stones and are liable to explode if irritated, cornered or touched.
Re: Sector Gamma Posted by Gorbachev on Wed May 19th 2004 at 10:52pm
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s**t, and I just took a handful of grass...
Re: Sector Gamma Posted by Captain P on Thu May 20th 2004 at 11:06am
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Never actually though of the idea of mutated trains... :biggrin:

But yes, tracks will follow. Progress is slow now due to exams, too bad...
Re: Sector Gamma Posted by Pegs on Fri May 28th 2004 at 8:39am
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looks slightly blocky tbh
Re: Sector Gamma Posted by G.Ballblue on Fri Jun 11th 2004 at 7:24pm
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Eww --- maybe I'm not seeing this right, but I can quite EASILY see a gap between those sheds and the grass. If you're doing the "1 unit gap trick" then maybe instead you should put a small func_wall on the bottom of the shed to fill it in?
Re: Sector Gamma Posted by Captain P on Fri Jun 11th 2004 at 8:45pm
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That's because those 'sheds' are meant to be trains, and I haven't added their wheels yet. Actually, I still need to make a texture for the wheels. I've redone the train texture now, though.