Announcement: de_bleak

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Announcement: de_bleak

Postby DarkMortar on Mon Mar 28, 2005 4:02 am

I have so far completed 3 maps, and they were all fy or aim, now I think I am ready to move on to a de. I am even drawing maps for this one, and planning. This level is going to have an industral like office on the top-level, and the downlevel will be a place filled with water and machines with steam. Top level is CT, bottom is T, T need to plant I bomb in either top or bottom level. I plan to have sounds, and the bottom level is going to scary, and I need some ideas or help. So, what makes a level scary? I dont mean cary as in horror but creepy. Oh, and do you like the name im gonna give the map aswell?

I am also going to make the level with NODRAW and only texture sides that are visible. Also I will tie func_detail to the detail brushes.

need suggestions thanx.
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Postby YokaI on Mon Mar 28, 2005 6:13 am

yay

btw : do not post new one when you wanna show, post in this one
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Postby DarkMortar on Mon Mar 28, 2005 7:00 am

hmm i think i should do a creep/haunted house now :(
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Postby DarkMortar on Mon Mar 28, 2005 9:46 am

ok i changed the name to cs_demise
its supposed to be a creepy old house, and you can go outside as well. so far i just made the hall way with 3 small bedrooms.

heres some pics, tell me what you think for my fourth map.

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Postby Nerd on Mon Mar 28, 2005 10:30 am

woo nice m8 keep up the good work ;)
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Postby Cr4ig on Mon Mar 28, 2005 10:36 am

Looks not bad so far, although 3rd pic is too dark.
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Postby YokaI on Mon Mar 28, 2005 9:03 pm

it looks like your using the light entity, not the light_spot entity

light_spot makes it look better for indoor house lights or computers/tvs casueing light.
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Postby DarkMortar on Mon Mar 28, 2005 9:50 pm

YokaI wrote:it looks like your using the light entity, not the light_spot entity

light_spot makes it look better for indoor house lights or computers/tvs casueing light.


thanx! that helped a shit load of a lot! now its the way i wanted it!

thanx!!!
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Postby Dead-Inside on Mon Mar 28, 2005 10:05 pm

A good combo is to use both, so that it looks like the lightsource really is the lightsource. Not required in all places/types of light... But generally a combination is best.
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Postby DarkMortar on Mon Mar 28, 2005 11:29 pm

yeh i just realized that, some places were way to frikin dark.

btw those pics were usuing direct lighting, cause i have a leak cause im not done. so it doesnt look as good.
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