aim_fear_beta

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

aim_fear_beta

Postby DarkMortar on Sun Mar 20, 2005 9:36 am

aim_fear - Rouge6

Hello all. This is the third map I ever made! And it is yet another aim map. I am having trouble deciding weather this should be aim or fy? "fight yard" because it is bigger and has obticals in the middle.

Anyways, id like feedback and no flaming plz. This work so far took me 2 days. A question: How do i get the darn combine_tank to stay down! it flips over. i use prop_multiplayer_physics, its the only way it spawns. and i dont have it on other brushes either.

any way heres some screens so far...



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[img=http://i159.exs.cx/img159/9400/fearbeta146bw.th.jpg]
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Postby Cr4ig on Sun Mar 20, 2005 9:38 am

Not bad for a 3rd map. FY stands for fantasy btw :P. The skybox doesn't suit the map, and the lighting is a bit strange, but your getting there.
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Postby DarkMortar on Sun Mar 20, 2005 9:41 am

what kind of lighting do suggest?

im keeping the skymap sorry lol
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Postby YokaI on Sun Mar 20, 2005 9:44 am

lighting is bad in the 3d sky... put a light_envirement in there to put lighting in the map (hopefuly youll make lighting the same as in the real map)

other wise, pretty nice

but try using light_spot for lights and angle it the way you want the light to face/
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Postby DarkMortar on Sun Mar 20, 2005 9:46 am

there is a light_env in BOTH the 3d skybox and my map, what do u mean then?

btw the images are darker than in game.
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Postby YokaI on Sun Mar 20, 2005 9:48 am

maybe its just me then x.x

it looks really weird (the 3d box compared to the real map)

make sure both ENVs are the same color and brightness
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Postby DarkMortar on Sun Mar 20, 2005 9:57 am

this map wasnt intended to be realistic, it supposed to be like a "different game" deathmatch. So i guess it will be fy since its fantasy.
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Postby YokaI on Sun Mar 20, 2005 9:58 am

still, its always good to see a bit of realism...

But i can lay off...
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Postby holy_cheese on Sun Mar 20, 2005 10:14 am

3rd from the bottom, the generator looks strange, like the yellow light isn't affecting it at all, is there a cubemap there?
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Postby DarkMortar on Sun Mar 20, 2005 10:18 am

holy_cheese wrote:3rd from the bottom, the generator looks strange, like the yellow light isn't affecting it at all, is there a cubemap there?


on the other side the yellow light does shine on it.
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Postby Jest@ on Sun Mar 20, 2005 1:39 pm

lighting is quite lurid. Like, it's bright red, bright yellow, bright blue, bright green.....looks kinda garish.

Also, all in all the map looks really messy and cluttered, fucken' millions of props. all over.

And i'm not yet sure if i approve of combine stuff inn a CS:S map. but if it's just an fy, and you don't take this map too seriously, then what the hell, eh?
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Postby Dead-Inside on Sun Mar 20, 2005 2:23 pm

Much to random, concerning everything.

Geometry makes little to no sense.
Textures mix, but they mix way too often.
Lighting is just off the wall random, there's too many gradients for one thing, second I surely don't get the fire ontop of the lightpost.

Well I think it's a bit hard on the mind to play.
It looks like a good practisemap though!
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Postby Serever on Sun Mar 20, 2005 8:14 pm

the fire is on the APC, its just at a bad angle in tha shot.

it looks pretty kewl. i dunno about the combine shieldwalls tho.
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Postby YokaI on Sun Mar 20, 2005 8:47 pm

well, we cant totaly degrade him, I think its one of the best FY maps ive seen in a while. But some of the lighting is a bit odd..

And for the reflection of the lights, i suggest you take a look at the cube maps placement tutorial:

http://www.interlopers.net/forum/viewtopic.php?t=2005

EDIT : SRY :*( i gave the credit for the tutoria to the wrong person lol
Last edited by YokaI on Mon Mar 21, 2005 6:43 am, edited 1 time in total.
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Postby Serever on Sun Mar 20, 2005 9:09 pm

tahst my tutorial you cocksmack. Blinks one is what cubemaps are, and what they do.
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