WIP deepforest

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

WIP deepforest

Postby slayera on Thu Jan 27, 2005 3:21 pm

Well he is my newest work in progress after I completed my de_complexity map for the contest. This is a very simple map based on a forest, reminds me of hunting in Wyoming when growing up. I did make this map with the sniper in mind. I want a hunting human instead of deer feel. The map is mostly tree models and displacement mapping for the ground and larger trees. The cabin is the only real bsp work. The frame work for the cabin is complete but I need to flesh in some more detail. This is a hostage map. I wanted a reason for the CTs to assult the cabin. I am using the blended grass/sand from code name otter for now I plan to make a more forestesty (real word??) one later. The orginal screen shots are very dark, but in game you can see the texture detail, in most cases, on all the shadowed sides. I brighten some pics to show the detail, they are brighter then what you would see ingame.

You can see the bear skin rug decal I made. Hostages are just to the other side.
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this has enhanced brightness to show the detail better. Random area.
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Outhouse. Debating in whether or not to put a shit pile in the hole.
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Hostage rescue area. I plan to make my own decal for this later. CT spawns are behind both areas to the middle and right.
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From hostage area looking up to cabin. The brighter spots in the upper middle are the cabin and out house. If I brightened this one, the detail was lost. I guess i should have taken a scope shot too.
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random area looking at cabin.
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Brightened to show detail. You can see the hostage zone (far right side, white spot) and the cabin (far left)
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Random area looking down.
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Enhanced to show detail.
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Over view. The platforms are to cast shadows on the ground.
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Feedback is welcomed.
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"When one person suffers from a delusion it is called insanity. When many people suffer from a delusion it is called religion." -Robert Pirsig
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Postby Cyberblast on Thu Jan 27, 2005 3:44 pm

This looks just great, you're on a spree slayera :D
Keep up the good work.
Is there only the cabin and the forest in your map? you might consider adding something else, but that's up to you. Pretty map =)
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Postby slayera on Thu Jan 27, 2005 3:51 pm

Yeah, I thought about it. But when out hunting (in Wyoming), you just sometimes run across some old trappers cabin in the deep woods, not another human struture for miles and miles. The old cabins I found are for sure more ran down than mine though. Mine is a little more modern. I think I may add something to the CT spawns to dress it up a little more like a truck or tent.
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Postby Cyberblast on Thu Jan 27, 2005 3:56 pm

I went on a trip though france's biggest forest, walked for days only crossed 3 roads found 2 cabins and 1 tower. The tower was full of doves and it was made for that purpose (to be full of doves) don't know what it's called. So I understand that it's realistic, only 1 cabin and no other human structures but still it might be boring for some ppl. I don't mind myself.
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Postby Jest@ on Thu Jan 27, 2005 4:26 pm

have a stream. quite steep banks. Rickety bridge. And obey nature, i.e. your forest floor will slightly slope towards the stream. Adds variation, also gives a kind of reference point for map navigation. will look good too. bank-to-bank battles, picking people off while they try and cross.....the fun to be had. Also gives you a more open, light space in the map.
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Postby Cr4ig on Thu Jan 27, 2005 7:35 pm

looks nices, except the trees look like have had top cut off - could just be the screens tho.
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Postby Cyberblast on Thu Jan 27, 2005 7:43 pm

FFS I CAN"T READ THE POST BECAUSE OF THE PICTURES BEING LOADED SO SLOW AAARG *massive frustration* every time I'm done scrolling down another picture is loaded :P so I scroll like 800px up again -_- sorry for that in capitals and this kinda useless offtopic post /hides
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Postby holy_cheese on Thu Jan 27, 2005 11:13 pm

im pretty sure they have hadthier top cut off, might be to save fps.
my crits: needs more colour, all the trees are the same drab grey. ad some rocks, some moss, some small undergrowth. maybe some felled trees to take cover behind. add a 3d sky box. add some fog, you could use dense fog as a very low cloud layer to stop people from seeing the half a tree's.
-teh shit
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Postby Spartan on Fri Jan 28, 2005 1:39 am

Why the hell is the entire map underwater. :smt108
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Postby Cyberblast on Fri Jan 28, 2005 2:00 am

Spartan 34 wrote:Why the hell is the entire map underwater. :smt108


opening your eyes might help :D
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Postby slayera on Fri Jan 28, 2005 5:29 am

Great suggestions. I will see what I can do.
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Postby NOCTVRNVS on Sun Feb 13, 2005 2:57 am

Hey, Slayera, is that a custom skybox?

I've been searching for..months now, I guess, for a new bloody skybox, just a simple night skybox with stars. It looks like THAT one, if I'm seeing correctly. PLEASE tell me where you got that, and, if you made it yourself, do you think I could borrow it!? With all due credit, of course.
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Postby slayera on Sun Feb 13, 2005 5:45 am

No sky box at all. I used 2 displacement maps under the sky and the fullivy texture. If tall enough and dark enough it looks like a twinkling stars when you move under nearth. I was really trying for a forest canopy look. There is a night skybox in the list somewhere. You could easily make one too. It would be much easier then doing clouds and blue sky. If you need help with making your skybox texture then post over in the help forum and I can will help you out there. I made a skybox once for old cs, an LA city sky line. Took me a couple of hours to get it all lined up, but a night sky should go quickly.
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