First map! de_TWD_Water_Distillery

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First map! de_TWD_Water_Distillery

Postby Smurftyours on Sun Nov 22, 2009 1:26 am

Here's some shots of my upcoming First map, de_TWD_Water_Distillery. HDR and custom skybox.
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Re: First map! de_TWD_Water_Distillery

Postby 904 on Sun Nov 22, 2009 1:44 am

- the inside looks a bit 'prop-boxy'.
- what are you lingt_env angles? I see shadows outside, but none of the light seems to be bleeding into the building. looks strange.. since we're looking at the sun, through the door..
- stone wall on top of metal plated wall? -> then the upper part needs more support in the form of stone/concrete columns
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Re: First map! de_TWD_Water_Distillery

Postby Smurftyours on Sun Nov 22, 2009 1:49 am

904 wrote:- the inside looks a bit 'prop-boxy'.
- what are you lingt_env angles? I see shadows outside, but none of the light seems to be bleeding into the building. looks strange.. since we're looking at the sun, through the door..
- stone wall on top of metal plated wall? -> then the upper part needs more support in the form of stone/concrete columns


Prop boxy? I like the term cluttered better, which was also what i was aiming for.
Yes yes yes, your not the first to realize that the angles on the sky and light don't match.
i will be fixing that by rotating the skybox or at least changing the the angles. and also there is two spots that the sun could possible be in that sky. The other spot that it can be in matched up much better. And i just remembered that i could rotate the map. I also realized that there is no supports and already planed on adding supports.
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Re: First map! de_TWD_Water_Distillery

Postby Pwnd_Ja on Sun Nov 22, 2009 2:30 am

Great stuff Smurft. Of course, I have seen the map before, but still xD. The main thing I think is wrong atm is definitely the angle of the lighting, as previously stated. Anyway, good work man! Keep it up!
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Re: First map! de_TWD_Water_Distillery

Postby nub on Sun Nov 22, 2009 2:54 am

Although the outdoor lighting is a bit unrealistic, it looks really cool the way in contrasts with the indoors. It's especially cool looking when seen through those windows.
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Re: First map! de_TWD_Water_Distillery

Postby Smurftyours on Sun Nov 22, 2009 4:02 am

Anyways I'm loving the comments and their pointing out problems for me to fix. I think this map has great possibility and i already changed the light angle's. Things i have yet to do are to finish the rest of the map, add detail, and add the bombsites. however i think the map is going steady and will be finished sometime this holiday season.
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Re: First map! de_TWD_Water_Distillery

Postby evochinima on Sun Nov 22, 2009 1:29 pm

Id recommend creating a layout using very basic brushwork to get a grip of how the map will play out before going on to detailing. From my experience, it has ended up being much less time consuming then creating and detailing the map bit-by-bit.
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Re: First map! de_TWD_Water_Distillery

Postby Major Banter on Sun Nov 22, 2009 2:17 pm

For a first map, it's a solid effort. My real issue is the lighting; outside it's post-apocalyptic. Inside it's overly clean. Either bluen the indoor lighting and dim it, or make it more consistent with the outside.

Why blue? It's called contrasting elements. Blue and orange look incredible if combined cleverly, a la:

http://media.moddb.com/cache/images/engines/1/1/20/thumb_620x2000/ut2004.jpg

You see it a lot with indoor UT lighting as well. It's extremely unrealistic if used badly, but 9 times out of 10 looks excellent. Give it a shot.
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Re: First map! de_TWD_Water_Distillery

Postby Smurftyours on Sun Nov 22, 2009 7:05 pm

New lighting angles HURRAY! And more so blue tinted indoor lighting!
There was also some stuff changed from the original.

OLD:
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NEW:
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And imo it looks ten times more natural with darker lighting and angles.
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Re: First map! de_TWD_Water_Distillery

Postby Major Banter on Sun Nov 22, 2009 7:14 pm

Much more natural and mildly creepy. I personally think it lends itself to SP, but that's probably because I don't do multiplayer mapping. At the moment the only improvements I can see are that you need some external light sources that aren't sunlight; even if they're off. Also, make sure you playtest it, it looks pretty small for a good game right now.
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Re: First map! de_TWD_Water_Distillery

Postby Smurftyours on Sun Nov 22, 2009 7:16 pm

Yes there is external light sources just not on that side of the building. it is also only about half done. so the point where the canal is will be the center of the map. and if you also noticed there is a big change in one of the buildings. i wont point it out but if you look you'll see it. Here's a hint, Study the first new picture and the only old one. I also added a water_lod_controller to make the water cheap fading correct.
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Re: First map! de_TWD_Water_Distillery

Postby MayheM on Sun Nov 22, 2009 7:45 pm

Looking damn good for a first map. One thing that is often a big tell for a first map is bland lighting. You have certainly dodged that bullet. I saw one thing that I wanted to point out. You have probably fixed it but just in case. The bottom of the open garage door has a nodraw texture on it.

Anyway, nice work. Keep us updated on this...
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Re: First map! de_TWD_Water_Distillery

Postby Smurftyours on Sun Nov 22, 2009 8:49 pm

Damn good eyes mayhem i dident even notice that. Anyways I'm planing on getting the rest of the basic brush work out of the way in the next couple of days.Anyways should the next room i make be a cargo bay or a generator room? I cant decide they both sound too good.
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Re: First map! de_TWD_Water_Distillery

Postby evochinima on Sat Dec 12, 2009 12:45 pm

The water!Fix it!
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Re: First map! de_TWD_Water_Distillery

Postby - Livewire - on Sun Dec 13, 2009 3:59 pm

Maybe a little too orange...
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