de_convoy (wip name)

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

de_convoy (wip name)

Postby Radio_Active on Fri Apr 08, 2005 3:00 am

Hey all, I thought seeing as you've helped me with a few problems so far, I'd 'treat' you to a few screens from the map I'm working on.

The basic premise is that the terrorists want to stop a shipping canal route to warehouse which the government is using to store a few of it's more secret toys. They plan to do this by either blowing up the warehouse itself, or a bridge a little way up the canal which will block the route for ships.

here's a few screens, please feel free to comment/crit:

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I'm also looking for a few external beta testers for the map but this wont be until a bit further into development, and I've not quite finished a few sections of the map to a playable level. I'll post more info and screens as progress continues :)
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Postby DjBourgeoisie on Fri Apr 08, 2005 11:17 am

looks pretty good, a bit empty/spread out too much inside and a few outside areas but im sure its just because its still early. Also maybe clip some corners a hair so it doesnt look as blocky, and of course some displacements outside. Keep up the good work. :wink:
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Postby Dead-Inside on Fri Apr 08, 2005 1:37 pm

*Cough* displacement *cough*
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Postby Radio_Active on Fri Apr 08, 2005 4:25 pm

heh heh, the displacement is WIP, i've done the alpha layout that I want, just not done geometry yet.

I always had that problem with interiors being sparse, i tend to lose imagination as to what to put in there., I'll get some more screens up later today with progress :)
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Postby Jest@ on Fri Apr 08, 2005 4:57 pm

looks very nice...perhaps a bit bland as has been said. Something looks wrong about that doorway in screen 4.....i dunno, think it's the floor just meeting the ground like that, doesn't look good.
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Postby BaRRaKID on Fri Apr 08, 2005 5:01 pm

a frame around the door would help, and a trimm in the floor to separaet it from the outside
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Postby Radio_Active on Fri Apr 08, 2005 5:26 pm

i think, what i'll do is raise the floor a little on the inside so it's more of a step into the building. I'm still trying to sort out lighting though i think that's why the door way looks a bit iffy.
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Postby BaRRaKID on Fri Apr 08, 2005 5:33 pm

or you could actually place a door there :P
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Postby Cr4ig on Fri Apr 08, 2005 5:47 pm

Is a nice start, nextp post make sure it is displaced.
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Postby Radio_Active on Fri Apr 08, 2005 6:57 pm

I can see that displacement is a bit of an art. I'll have a peek at the tutorial on it again :)
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Postby slayera on Fri Apr 08, 2005 8:02 pm

That tree just repeats too much, put in some different tree types.
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Postby Radio_Active on Fri Apr 08, 2005 10:54 pm

good idea, the one problem i had is that there's not such a great selection for trees and an even small selection for ones with leaves.
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Postby Blink on Fri Apr 08, 2005 11:00 pm

Your exterior lighting seems to be -90 angle with next to no shadows, set the pitch to about -50 or -60 and adjust the angle for some niceness.

A 3D skybox would add a touch and also some work on the interior lighting as that is pretty bland.
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Postby ShaDoW on Fri Apr 08, 2005 11:18 pm

The map seems to be going somewhere, that's good. But there's certainly a lot of work to be done. The lighting overall in your map seems to be pretty equal for both indoor and outdoor area's.

The main aspect which brings your map to the level of quality isn't just a piece of good brushwork, or fancy models. No, it's those two combined with a play of lighting that brings the whole set to life.

Also, as the artist, it's your goal to immerse the player into your map. You can easily do this by adding a world around your current one. Either by just bringing more detail to the outside, or working with a 3D Skybox. Maybe even both, this is up to you.

If you put a few hours of work into just these two aspects, your map will feel completely different.
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Postby Radio_Active on Sat Apr 09, 2005 12:02 am

Thanks for the responses guys :)

I'm working on the displacement at the moment as well as making the map "less blocky"

Another thing I'm working on right now is the interiors, and after reading some of the latest comments, I'll get started on the lighting as soon as i get the displacement sorted. I shoul dhave some more pics later on.
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