The Official Interlopers "Map Pimpage Thread"

Reveal what you have made so far and get feedback on development.

Re: The Official Interlopers "Map Pimpage Thread"

Postby Sathor on Mon Feb 20, 2012 7:45 am

I like it, but you are currently working with CS:S, right? Will you port the map over to CS:GO or will you stick to CS:S?

What looks odd about the Scotch & Coffee sign for me is mainly how it goes over the pillar in the middle, instead of just being visible on the glass.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Fuzyhead on Mon Feb 20, 2012 11:32 am

Looking good, but I think you should use some more decals/overlays, especially on this screen
Also some areas looking quite empty.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Smurftyours on Mon Feb 20, 2012 5:43 pm

There is some dark areas where players would have trouble spotting each other.
jangalomph wrote:Wise words from a wise man. ^
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Jangalomph on Mon Feb 20, 2012 5:56 pm

Why do i feel like i've seen this page in the past? :|
http://www.nomoreroominhell.com
I don’t know whether I was right or wrong, I guess I’ll never know… But I made it. And I guess I should be thankful for that. - Strelok
Has anyone really been far even as decided to use even go want to do look more like?
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Re: The Official Interlopers "Map Pimpage Thread"

Postby pk_hunter on Mon Feb 20, 2012 6:49 pm

One problem I see is the 'Scotch & Coffee' logo on the glass looks a bit too bright. Maybe tone it down a bit.

Like make it more transparent or actually darken the text colour?

I'd say you should make it black.

Tried it. Didn't like it.

Will you port the map over to CS:GO

Yep.

What looks odd about the Scotch & Coffee sign for me is mainly how it goes over the pillar in the middle

The material has a parting in the middle where the two panes of glass meet. I've removed the pillar to make it clearer.

Looking good, but I think you should use some more decals/overlays, especially on this screen
Also some areas looking quite empty.

Totally agree. I've just got it to the stage where it's playable. Detailing time starts naow!

There is some dark areas where players would have trouble spotting each other.

Yes.

Why do i feel like i've seen this page in the past?

You might remember this from 2009-2010.


:3 Cheers for the comments, guys.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Will_B on Tue Feb 21, 2012 7:14 pm

Wow thats very impressive
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Valar on Tue Feb 21, 2012 8:26 pm

hills aren't convincing / realistic. Other than that - beautiful!
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Re: The Official Interlopers "Map Pimpage Thread"

Postby pk_hunter on Wed Feb 22, 2012 12:51 am

Thanks. Any advice on how to improve them?
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Gary on Wed Feb 22, 2012 1:19 am

We need more use of custom textures, pk_hunter's map is proof of this. I really think the textures make that map(though the lighting is pretty good too). Brush work is okay.

Good job.


As for the hills, I wish I could give input, but I could never get good looking displacements myself...
Have a question related to modding or something I posted? Something that needs staff attention? I haven't been active lately, but feel free to PM me or message me on Steam(link below)

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Re: The Official Interlopers "Map Pimpage Thread"

Postby Plague on Wed Feb 22, 2012 1:52 am

Not that I'm an expert at displacements(or good looking hills), but right now they are too smooth and look unnatural.
Things like where the hills meet the ground is sloped, lack of rocks at the bottom.
You could probably do with just some more noticeable areas having a few rocks at the bottom.
Also maybe giving some more jaggedness to the hills. The smoothness is what ruins the visual.

But that's just my thoughts from looking at it, don't do anything too drastic where players meet the cliff sides of course, gameplay should come first. reference would be a way better route to take.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Valar on Wed Feb 22, 2012 6:07 am

True. Take a look at real life hills and mountains. I Think that's that best advice I could give you.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Oskmos on Wed Feb 22, 2012 8:33 pm

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Image

"-TEXTURESHADOWS" DOES NOT WORK FOR ME!

I have this in my lights.rad:
forcetextureshadow Oskar/foliage/tree01_a.mdl
etc...


And this as $light_exe parameters
-bounce 400 -StaticPropLighting -StaticPropPolys -textureshadows -final

Why is it not working? I'm desperate and i need help!
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Dives on Wed Feb 22, 2012 8:38 pm

You have to point to the material in lights.rad, not the model.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby nub on Wed Feb 22, 2012 10:03 pm

Since when? I've always pointed to the model and it works just fine.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Dives on Wed Feb 22, 2012 10:12 pm

Derp yeah you're right.

I'm kinda stumped. I don't think this is the case, but perhaps it matters what order those parameters go? I currently have them working and my $light_exe goes: -hdr -final -staticproplighting -StaticPropPolys -textureshadows -game $gamedir $path\$file.

When you're compiling and vrad is starting up, it should list the textures which will cast texture shadows, it looks like this: Loaded alpha texture materials\models\props_foliage\Urban_Trees_branches03_mip0.vtf. Is it not doing that at all?
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