Wild Cards new map

Wild Cards new map

Re: Wild Cards new map Posted by Orpheus on Wed Sep 24th 2003 at 1:46am
Orpheus
13860 posts
Posted 2003-09-24 1:46am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
well WC has been here long enuff to fore-go the usual warning message.

this map is young, and a work-in-progress, so for the most part all i am going to do is post some screens, since i am the one compiling it for him and his upload seems borked ATM..

User posted image

  well bud, as you can see, the skybox you chose failed to load, so in the rest of the screens i took the liberty of loading one i thought best suited the map...when you figure out why yours failed i can switch it back... but i think for the moment, you will like the choice i made :biggrin:

User posted image

as you can see, i opted for a night time full moon sky.. with the glow fades you had on the light, i was assuming you were shooting for a night time map anyways..

User posted image

the rocks on the backside there seem a bit flat.. yeah i know, this is a young map, but i had very little to complain about, this map is very damned good actually.. also that silly cutout section at bottom center that leads into that section.. its to single-player.. no one wants to hop/squat thru there as a main access point.. you need another avenue of egress :smile:

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considering all the pipe work, this map is amazingly well optimized.. the r's are pretty damned good.. lots of rocks and pipes and still acceptable :smile:

User posted image

User posted image

in these next two shots, the first is actual light levels.. pretty dim in there... the second i brightened up a bit in PSP so people could see how good that hallway really looks.. fairly good architecture..

User posted image

User posted image

yup, the next two shots, are 1 original and dark, second brightened up to display the fine area better.. i detect a bit of master reno's influence :heee:   the area favors a certain tutorial i read recently.. still a nice addition, considering no one else has put it to any practical use yet :smile:

User posted image

wrong render mode perhaps :razz:

User posted image

looking down, the rocks take on a more flat feel... maybe some water could fit the theme below ??

anyways, except for a few niggles, this map is coming along fine.. i suggest anyone request the link to this map for a bit of a fresh perspective..

very nice map WC, quite an improvement over your first release.. :clap:
Re: Wild Cards new map Posted by Crackerjack on Wed Sep 24th 2003 at 2:05am
Crackerjack
264 posts
Posted 2003-09-24 2:05am
264 posts 126 snarkmarks Registered: Feb 28th 2003 Location: DC
Looking better since the last time I saw it. I like the night feel alot better but the out side seems a bit to bright with the lack of light fixtures. Like i said below you might want to place a floor underneat that bottom part and give it the feel as if  the mountain continues down. Looking forward to see more.
Re: Wild Cards new map Posted by Gorbachev on Wed Sep 24th 2003 at 4:42am
Gorbachev
1569 posts
Posted 2003-09-24 4:42am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
The last few look like straight WC shots. It has a way to go, but has potential.
Re: Wild Cards new map Posted by Cassius on Wed Sep 24th 2003 at 5:26am
Cassius
1989 posts
Posted 2003-09-24 5:26am
Cassius
member
1989 posts 238 snarkmarks Registered: Aug 24th 2001
You've got 200-400 polys to spare before you even hit close to the poly limit, make some better looking rocks.

BTW, the ropes holding the lamps are holding onto nothing, Spiderman style, looks very odd.
Re: Wild Cards new map Posted by Wild Card on Wed Sep 24th 2003 at 12:19pm
Wild Card
2321 posts
Posted 2003-09-24 12:19pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Me will email the sky author about the _rt.tga not loading.  It was a nice sky too, night time cliff setting using pretty much the same textures as the rocks I'm using.  And a full moon too.  As well, I'm going to increase the lighting in the hallway and cave areas and decrease it outside.  For the cliffs, I can add a lil bit, (was the max 600 or 800 polys? :confused: )  From the first screen, I just realised I had a missaligned brush on the large pipe, me gets to fixing it.  I am going to fix the glow sprites, you never know third time might work out right.  As well, I've been trying to get the rocks to fade with the black ceiling.  But no matter how high I raise it, it dosent work.  Does anybody know how to get it to work?
Re: Wild Cards new map Posted by Finger on Wed Sep 24th 2003 at 12:22pm
Finger
672 posts
Posted 2003-09-24 12:22pm
Finger
member
672 posts 1460 snarkmarks Registered: Oct 13th 2001
If you can't get the sky map worked out, send the files or a link to me, and I can adjust them for ya.
Re: Wild Cards new map Posted by beer hunter on Wed Sep 24th 2003 at 5:56pm
beer hunter
281 posts
Posted 2003-09-24 5:56pm
281 posts 602 snarkmarks Registered: Jul 6th 2003 Occupation: Beer taster Location: The Pub
But no matter how high I raise it, it dosent work.  Does anybody know how to get it to work?
You can do it with a texture that's rock at the bottom and slowly fades to black at the top. The area at the top of the ceiling also has to be unlit/dark enough so that you don't see the join between the wall and ceiling brushes.

ttfn