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 cz_squishy on Mon Mar 05, 2012 5:07 pm

Looks so much better now:
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Stormy on Tue Mar 06, 2012 9:40 pm

Spike wrote:
Image



I'd love to see some intense brushwork on that castle, make it look really nice with proper flashings and parapets and all that.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Fulcrum on Tue Mar 06, 2012 10:07 pm

Image

My desert thing with light and fog. cl_Detail dist at 10000 for effect. Next up colourcorrection and rocks once I grapple with 3dsmax. The lighting made a huge difference in my opinion!
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Text_Fish on Tue Mar 06, 2012 10:57 pm

Looks like a desert.

May I suggest using blend textures to add some dirt tracks/tire tracks and maybe some rolling dust clouds to break up the monotony? You could also dot the occasional skeleton/carcass around and have some vultures circling overhead. You might also be able to create a cool heat ripple effect on the horizon by using env_steam in the skybox? Never tried that myself, but often wondered.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Fulcrum on Tue Mar 06, 2012 11:25 pm

Text_Fish wrote: You might also be able to create a cool heat ripple effect on the horizon by using env_steam in the skybox?


Now that is a good idea!

I'm cooking up some overlays for grasses, rocks, roads etc I can't use blend textures as my laptop can't handle extreme displacements very well, the slightest editing of the current ones crashes hammer instantly.

I'm tryna make it a mix of desert, tibetan platau and pakistan/afganistan highland so there will be a few more plants. I had an idea for an eagle circling earlier on but I need to learn to animate things. I also plan on adding cockroaches, ants and butterflies using several rotating planes (like far cry 2)
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Re: The Official Interlopers "Map Pimpage Thread"

Postby joe_rogers_11155 on Wed Mar 07, 2012 1:37 am

i think the env_steam would be too fast to look like a realistic heat wave.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby cz_squishy on Wed Mar 07, 2012 1:49 am

Did a detail pass:
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Spas12 on Wed Mar 07, 2012 4:18 am

It has so much potential. Just detail it as much as you can.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby cz_squishy on Wed Mar 07, 2012 4:41 am

I'll try to get a walkthrough at the of this week
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Ark11 on Wed Mar 07, 2012 4:44 am

See those concrete supports at the top of the second picture. Add some dripping stains at the top, it looks really bare.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby cz_squishy on Wed Mar 07, 2012 8:18 am

Ark11 wrote:See those concrete supports at the top of the second picture. Add some dripping stains at the top, it looks really bare.

I haven't touch detailing inside that area yet but I'll do it tomorrow :smt023
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Sathor on Wed Mar 07, 2012 2:15 pm

This is really looking good, but one tiny detail:

cz_squishy wrote:Image


The large grey stain on the concrete wall (left side) should not lap over the metal trim, but begin just under the metal trim. Should look a bit more convincing.
I know that is just a tiny detail, but I hope you will consider such small stuff, too :wink:
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Re: The Official Interlopers "Map Pimpage Thread"

Postby cz_squishy on Wed Mar 07, 2012 7:55 pm

Sathor wrote:This is really looking good, but one tiny detail:

The large grey stain on the concrete wall (left side) should not lap over the metal trim, but begin just under the metal trim. Should look a bit more convincing.
I know that is just a tiny detail, but I hope you will consider such small stuff, too :wink:

Yeah , I compiled before I got a chance to change it. The metal trim is 6 units thick and I was placing the decals on a 4 grid so I was just being a bit lazy and was going to change it after. I am considering small things like crazy, those glass windows you see have block light brushes for every metal part and cast some nice shadows on the supports.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Text_Fish on Wed Mar 07, 2012 8:11 pm

Something I re-realised last week is that the reason I never finish any maps is because I get so hung up on details like the stain mentioned above. My productivity has doubled in the last week since reminding myself of that sad fact, so personally I emplore you not to sweat the small stuff, unless the sole purpose of creating that map is for people to examine static screenshots, in which case you need to move to the Unreal Ed. Otherwise, the most important thing is that your map looks good in motion, and nobody in their right mind is going to notice that stain issue when they're running around -- and if they do, it's because the gameplay is boring, so again you'd want to move over to Unreal.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby joe_rogers_11155 on Wed Mar 07, 2012 8:46 pm

Don't sweat the petty stuff, and don't pet the sweaty stuff.
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