aim_fear_beta

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

Postby Idono on Sun Mar 20, 2005 9:31 pm

Honestly the map name fits for the map.


First thing i thought of when i saw the pics was "FEAR"

Edit: Accidently wrote pis insted of pics :)
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Postby DarkMortar on Sun Mar 20, 2005 10:31 pm

I'm looking into the cubemaps right now. You see what I really want right now is to make my map "shiny" and a lot brightrer but i dont know how. I replaced the combines with vehcile props. I deleted one sheild wall.

- once again! I KEEPING THE 3d SkyMAP DAMNIT! lol

so what do spotlights do anyway? i need belp with lighting i only used point_spotlights and basic lights.

do i place the cubemap in the sky as well?
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Postby DarkMortar on Mon Mar 21, 2005 1:21 am

Ok, beta2 release pictures are here!

fy_fear

I made textures more of a theme, i changed the building to match, the kitchen is now in tile/concrete, and so it the computer room. I changed the nature part near to the cybercafe to a differnt kind of stone, im still not sure if i should just make it concrete/tile like the rest?

I added env_cubemap to 3 differnt area of the map, now the tiles reflect and gloss, u may not tell very well in the pictures however. I deleted all combine stuff. I still need help with the "wierd lighting" but however the theme of this map is "fy" isnt it supposed to be off-the-wall a little?

oh i also added nodraw textures to side u cant see.

screens:

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I would also like to know if you guys think this map has any hope? or is it just fixing some stuff and change of lighting? I mean for as layout reasons. is there hope :(

^^ the pictures never look as clear as the real thing :(
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Postby YokaI on Mon Mar 21, 2005 6:41 am

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


MY BAD X.x
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Postby Signy on Mon Mar 21, 2005 10:42 am

Anyone order a prop sandwhich??

Nah seriosuly its looking good, but everything atthe moment it a bit smack youin the face blaitent (or maby even ant but i cant spell). The key to a good scary map is being subtle, make it darker or atleast put in soft ambient lighting with quite a few large areas of shadow.

Take a few of your many props out then selet the ones that really need to be there.

Also sound works a shizz-bang in scary maps, but your gunna have to you ambient geneic for a while until me and blink write the sound scapes tut *shudders*

Good luck
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Postby YokaI on Mon Mar 21, 2005 10:53 pm

Signy wrote:Anyone order a prop sandwhich??


I have to say, Props are usualy what makes the map look decent.
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Postby Idono on Mon Mar 21, 2005 11:05 pm

My opinion. Try putingout the fires, make it a bit more darker, some rain and (what i've been thinking to put in to my map) Lightning and Thunder.
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Postby YokaI on Mon Mar 21, 2005 11:07 pm

OHH i found out what is weird with the sky.

Change the sky texture, its way to bright for a dark map like that!
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Postby DarkMortar on Mon Mar 21, 2005 11:57 pm

Guys, due to complaints about my map being too dark (by typical fy players) in beta test, my map will be in the morning. And no, when i named it fear i did not mean for the map to nessarily look scary, but to give the player to edge and fear of a terrorist attack on the cyberccafe.

- yes i "Might" put sounds in the map, but i have a feeling it may ruin the feeling of a clasic "duke nukem" like feel. I might add simple drips or the air conditioner may be all that makes noise, cause its more freaky when maps have little sound.

I am also move the props more to the side because they get in the way.

- UPSTAIRS is going to be COMPLETELY revamped, it will have different lighting and 2 rooms. one room will have pilars for frantic fights and the other will be very dark for the air conditoer and generator, with "cheap dx7" water inside concrete/tile boxes. that will glow different clolors in each box.

I am currently having fps problems on the map, what do u suggest to raise it?

also how do i get the frikin streetlamps to "bloom" and shine?

thanx in advanced.
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