In first image, the light seems to be emitting a lot of light, dimming it about 30-50% would make the atmosphere a lot more striking, also we all love a bit of fluorescent flickering lights
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jangalomph wrote:Wise words from a wise man. ^




The Hollow Night wrote:yeah man, i will definitely do that! not yet, but good suggestion.
and i release a beta, for cs:source, for all you guys to test the level in terms of multiplayer design, and fun factor.
backstory and atmosphere wise i'd say the story is, its going to be based as a recently abandoned school, in the process of being certified to be totalled (im going to have lots of construction work going on around the perimeters) but has been left as a derelict location for a while, so worn down, but not as if nothing ever happened there for years...so expect to see chairs and pans and bottles and maybe an odd matress here or there from the new inhabiters....for the hostage map aspect, i got the idea that crack addicts and gangs 'took over' the location as a sort of hotspot for their activity, a headquarters if you will, the situation escalates, and there is a standoff between the police, so the gang take hostage some of the commissioners who are responsible for overseeing the building of the new school..thats when the special forces are called in to smoke em out![]()
i thought that would be cool, i know it seems like a lot of info for a counterstrike map, but i like to get a sense of location and history when creating things, even it isnt necessary, it makes me map betterand it kinda helps explains to you lot why the building is in the condition it is

Some more suggestions:
Make parts of the school part-demolished already, even though this doesn't really fit in with your theme;
Try to remove one of the lights, and in place of it put a torch on the floor next to a dead body, which is casting oblong shadows across a corridor/room;
Attempt to restrict open areas outside as it will become very sniper-orientated then.



The Hollow Night wrote:yeah i have unfortunately, been trying to export alot of the frame geometry to milkshape but it isn't working :/
so for the time being, ive had to resort too cordoning each section im finishing up to compile..grrr
yeah with lighting, only a few sections have a lightmap of 2...usually the areas where the sunlight is coming through the windows...everything else is 16, and some areas im sure i could set higher...i also heard that its good to put all unseen faces (nodraw up to 1024!)
i might add a little bit of fog, to make the natural lighting look slightly hazy, that might look nicer



jangalomph wrote:Wise words from a wise man. ^



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