de_desolation near finished (new screens May 24th)

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de_desolation near finished (new screens May 24th)

Postby [JFG]Propaganda on Wed Jan 20, 2010 12:39 am

Ok here is another project I have going besides de_cassels, some of you may have seen earlier screens of this but I have stepped it up a notch. I have made a pretty much complete custom texture set complete with normal maps, this is a small sample of the set, some of the base textures came from cg textures, really a great resource.

I still need to finish the map it's getting close, then do the skybox and clipping. Maybe in a month I hope.
Last edited by [JFG]Propaganda on Mon May 24, 2010 5:47 pm, edited 3 times in total.
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Re: de_desp (working title)

Postby RA7 on Wed Jan 20, 2010 9:39 pm

Very nice work, but plz lose the dust crates. Reminds too much of ...\dust :)
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Re: de_desp (working title)

Postby [JFG]Propaganda on Wed Jan 20, 2010 10:00 pm

RA7 wrote:Very nice work, but plz lose the dust crates. Reminds too much of ...\dust :)


Yeah crate models are easy was planning to. I still want to make more props for this.
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Re: de_desp (working title)

Postby Unstoppable Florence on Fri Jan 22, 2010 9:40 am

I think you need to lose a few of the larger boulders. It just doesn't make sense that they would leave gigantic lumps of rock on ground that has been evened up for construction. A good example is the right of the third picture. The smooth, bare rock face is fine, but the gigantic lumps of rock sprouting from them look totally unnatural. Add that and.. well I don't think I could criticise anything else; it looks fantastic!
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Re: de_desp (working title)

Postby Hollow on Fri Jan 22, 2010 9:50 am

Pretty swish work dude! Looks as tidy as any valve CSS map. Though one thing i should point out, the second pic looks pretty open and bare, you need a blended texture and a few props to fill the void a bit, just needs some livening up. Apart from that, very nice work.
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Re: de_desp (working title)

Postby Mess on Fri Jan 22, 2010 12:22 pm

the ground is very flat in some places, add a little variation in your displacements :)

also there's one building that's very dark orange compared to everything else and it's quite jarring
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Re: de_desp (working title)

Postby jgoodroad on Fri Jan 22, 2010 1:20 pm

could use more cover...
===[]"

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Re: de_desp (working title)

Postby source-maps on Fri Jan 22, 2010 3:05 pm

looks nice :)
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Re: de_desp (working title)

Postby nub on Fri Jan 22, 2010 5:25 pm

Is it just me or do I see a seam in the skybox texture? You should definitely try patching that up.
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Re: de_desp (working title)

Postby [JFG]Propaganda on Fri Jan 22, 2010 7:12 pm

Unstoppable Florence wrote:The smooth, bare rock face is fine, but the gigantic lumps of rock sprouting from them look totally unnatural. Add that and.. well I don't think I could criticise anything else; it looks fantastic!


Yeah good point.

nub wrote:Is it just me or do I see a seam in the skybox texture? You should definitely try patching that up.


Perhaps but won't be final sky.
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Re: de_desp (working title)

Postby [JFG]Propaganda on Fri Jan 22, 2010 9:29 pm

Fixed the beach area a bit, got rid of that huge rock on the left that looked out of place put a little boathouse there instead, more ground blending and height difference.

Anyone know how to fix bad lighting between displacement edges?

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Re: de_desp (working title)

Postby mookie on Fri Feb 26, 2010 4:02 pm

The concrete building there (with the red container on top) looks a bit out of place to my eye. Not the building itself, but the weathering on it looks like it's not from the same environment (greenish grime, maybe should just be faded and worn down towards the foot instead).

The dark inside screenshot you have looks way too dark. I think what's really doing it is that the floor texture there is too dark.

The area with the grate ceiling/roof looks very bare. Maybe it's just a trick of the perspective, but it seems like it needs one or two props or maybe just some kind of variation to the floor (maybe a grate or window to inaccessible space below).

The next screenshot, looking up past the yellow car: this looks like an area I'd want to avoid due to lack of cover. One piece of something (even just a tree) towards the right side might make a big difference.

Next screenshot, looking toward the stop sign: this area looks fine but the ground itself needs some variation, probably both in height and some small bits of debris, small stones, or whatever will fit the area. Also, the background here definitely needs some buildings or terrain. Most of the map that I can see so far does not really call for a 3D skybox, but this area does.

The graffiti you've got looks good; if you've got time to make a few more it's probably worth the effort. The red container looks fine where it is, but if you can reskin it with a new texture and a custom logo that will probably make a big difference as well, since it's quite large and visible.
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Re: de_desp (working title)

Postby Zombie Dawgs on Fri Feb 26, 2010 5:29 pm

Add some more Displacements to the displacements....
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Re: de_desp (working title)

Postby [JFG]Propaganda on Fri Feb 26, 2010 6:16 pm

mookie wrote:The concrete building there (with the red container on top) looks a bit out of place to my eye. Not the building itself, but the weathering on it looks like it's not from the same environment (greenish grime, maybe should just be faded and worn down towards the foot instead).


It's actually an industrial dock, but I understand what you're saying, I thought the same thing.

The dark inside screenshot you have looks way too dark. I think what's really doing it is that the floor texture there is too dark.


Agreed looking at ways to improve lighting in a nifty way

The area with the grate ceiling/roof looks very bare. Maybe it's just a trick of the perspective, but it seems like it needs one or two props or maybe just some kind of variation to the floor (maybe a grate or window to inaccessible space below).


Yes it's not finished

The next screenshot, looking up past the yellow car: this looks like an area I'd want to avoid due to lack of cover. One piece of something (even just a tree) towards the right side might make a big difference.


Again not finished, CT spawn

Next screenshot, looking toward the stop sign: this area looks fine but the ground itself needs some variation, probably both in height and some small bits of debris, small stones, or whatever will fit the area. Also, the background here definitely needs some buildings or terrain. Most of the map that I can see so far does not really call for a 3D skybox, but this area does.


Agreed have already made many changes there, have good ideas for skybox and some custom models

The graffiti you've got looks good; if you've got time to make a few more it's probably worth the effort. The red container looks fine where it is, but if you can reskin it with a new texture and a custom logo that will probably make a big difference as well, since it's quite large and visible.


Good call, may do something custom there.
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Re: de_desp (working title)

Postby source-maps on Fri Feb 26, 2010 6:32 pm

that reminds me to do your sky!
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