gg_baddeley

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gg_baddeley

Postby Die-Hard-Ed on Mon Jun 08, 2009 10:37 pm

Hey guys,

A little backstory for those who are interested:

The map is a recreation of my house and the surrounding area, Baddeley Street being the name of the street, the map title may also be a crack at how well the map was designed (badly).
It started as something for me to do in hammer and I have developed it slowly over time. Originally I had planned to create a hostage rescue map, aiming for gameplay similar to cs_estate and cs_assault. It became clear this would not work due to:
a) the size of the map (small)
b) some of the exit points of the house that are available to players are not suitable for hostages.
The counter terrorist spawn points are divided into 4 corners of the map, the idea was to put players into smaller squads that they could then organise an assault.

Some images:
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Find more here:
http://tinypic.com/useralbum.php?ua=7xzWAck%2B6Xz8RNdxRscYqQ%3D%3D

I'm looking for; first of all some feedback on the images above, I understand it isn't the nicest looking map and there are many things that could be improved upon, but i'm looking to finish with this map and start something new. So i'd really like to know if you guys feel this is worth continuing with, or if there are any major flaws.

Depending on the feedback I get I plan on releasing the bsp soon, if anyone would like to have a run around in the meantime then PM me and we can work something out.

Cheers,

Ed
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Re: gg_baddeley

Postby Chopium on Mon Jun 08, 2009 10:49 pm

I like the outdoor pics and the last image best, but your map could look better with some less colour and saturation. Either tone down the colors of the cars and plants, or get some colour correction in there.
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Re: gg_baddeley

Postby dark_veil on Mon Jun 08, 2009 11:07 pm

i like the detail of the area, could use a few different textures for the buildings though.. all to clean and the same.. i know its a street but each house is slightly different
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Re: gg_baddeley

Postby undertone on Tue Jun 09, 2009 3:32 am

Could use more variation in those textures on the buildings. Even just slight colour differences would go a long way. Some decals to break up the walls would be nice too. Also too many colours for those cars. Most colours are either black, red, blue, white or silver. Here you have a rainbow.

Also different roof textures would be wonderful.
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Re: gg_baddeley

Postby klyemar on Tue Jun 09, 2009 4:10 am

The houses on the hill look a little strange just because they're bunched so close together on a really steep hill and there's no road leading up to them. It would make more sense if the backs of the building were facing the map, or if there was a road connecting to the front doors. Other than that, I like the overall look of the map itself.
Image

dm_villa third beta is now available for download!
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Re: gg_baddeley

Postby Die-Hard-Ed on Tue Jun 09, 2009 3:10 pm

Thanks guys, I'll get working on some of these suggestions.

I'm not too happy with the 3d skybox, as you say it doesnt make much sense when you really think about it, so i hope to do something a little better with that too.

The differences in the houses is one thing I knew i couldn't get away with :lol: , working on that right away.

I guess I went a bit crazy with the cars, ideally i'd love some custom car models in there but i settled for some reskins, i'll look to reduce the number of brightly coloured cars. :)

Thanks, keep the crits coming.
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Re: gg_baddeley

Postby Die-Hard-Ed on Tue Jun 30, 2009 9:56 pm

I've worked on the map some more, trying to add some more variety to the buildings as suggested.

I've also reduced the amount of brightly coloured cars, but left a couple in.

And iv worked on the 3d skybox some more, I think it's looking better but I'm going to try and make it look a bit more natural and like its actually a part of the map because at the moment it doesn't feel quite right for me.

Still got to work on dirtying the place up a bit with decals and what not.

Let me know what you think.

Image
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Edit: just noticed on this last shot the difference in lightmaps on the floor, changed it now :roll:
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Re: gg_baddeley

Postby MaK on Wed Jul 01, 2009 4:32 am

The 3D skybox is way better, though the little towns in it make no sense without any roads/paths leading to them. The lighting seems kinda bland, too much white.
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Re: gg_baddeley

Postby Echo51 on Wed Jul 01, 2009 10:58 am

Does this replicate interior somewhaty accurate?

Becuase if it does this could be used as a terror act planning device ;)
Source is my way of life, if i didn't have it, i'd be tearing down walls and altering my house all the time.
"NEEDS MORE SPACE"
*creates 32kx32k brush for floor*
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Re: gg_baddeley

Postby Die-Hard-Ed on Wed Jul 01, 2009 11:21 am

Only my house, I think I'll take my chances :)

I'll continue working on the 3d skybox, a lot of those houses are floating at the moment too!

Cheers.
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Re: gg_baddeley

Postby Major Banter on Wed Jul 01, 2009 4:01 pm

Use colour correction to desaturate the scene by about 25%

It'll look brilliantly grungy, trust me
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Re: gg_baddeley

Postby Die-Hard-Ed on Fri Jul 03, 2009 10:07 pm

I might give the saturation a try, though colour correction isnt really a strong point. There is some CC in at the moment but it's pretty subtle i think. Might try some values out and post some pics to see what looks better.

In the mean time, does anyone have any useful tips on making some reasonable looking roads against the displacements in the 3d skybox for around the little towns? I'v been having a very frustrating time with it, and am considering not bothering with them, i'm not sure they'll add much thats worth the time.
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