Dark Alley (W.I.P)

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

Dark Alley (W.I.P)

Postby Sythen on Wed Aug 11, 2010 6:30 pm

This is kind of a continuation from another topic in the Complete Forums.
Myself and Smurft had a mini-map battle here:
http://www.interlopers.net/forum/viewtopic.php?f=3&t=33430

and for my own sake and improvements on my level designs, I've taken in some critique on those screenshots and started working on a small single-player level based on the original. I'm not sure how well this will come out, but the idea behind this map specifically is to work on my visual aspects of level design (lighting, texturing etc...)

Original Design from Map Battle:
Image

Improvements:
Image
Image
Image
Image

PLEASE NOTE: If you have not voted in the previous map-challenge above do NOT base your vote on the improvement screenshots. ONLY base your vote on the screenshots in that specific thread.

Critique please =]
- Scott "Sythen" Baker.
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Re: Dark Alley (W.I.P)

Postby Fedora on Wed Aug 11, 2010 9:03 pm

Huge improvement. I'd dirty it up with some grunge decals too.
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[Been on hiatus due to technical difficulties - starting again soon]
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Re: Dark Alley (W.I.P)

Postby Vilham on Wed Aug 11, 2010 10:09 pm

If you want to make it feel more alley like make the buildings in the first image taller. It will help it feel more oppressive.

Scrap that, sorry didnt see the caption above the first image. The alley looks much better after the improvements.
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Re: Dark Alley (W.I.P)

Postby Sythen on Wed Aug 11, 2010 11:22 pm

lol No problem. Thanks for the advice Fedora, I'll definitely get to work on grunging it. Any other critique?
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Re: Dark Alley (W.I.P)

Postby Plague on Wed Aug 11, 2010 11:43 pm

Need to break up the scenery, get some fire escapes? maybe cooling units.
Stuff they dont put out over the sidewalks.
Contact. The EU welcomes the pain free. That's emotional impact.
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Re: Dark Alley (W.I.P)

Postby Sythen on Wed Aug 11, 2010 11:54 pm

Good idea. However there are no fire escape models, and I don't have the skills to create such a model. Not yet anyway.
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Re: Dark Alley (W.I.P)

Postby Plague on Wed Aug 11, 2010 11:59 pm

Damn you L4D2!! why do you make me think of you're resources!!

I could make it possibly, in fact if i get to that i'll remember you.
Its mostly cylinders and blocks, plus textures with some alpha maps...


I'll look into that.
Contact. The EU welcomes the pain free. That's emotional impact.
I actually think limitation is good for creativity. If we had an engine that could do everything, we would be in trouble. It gives us focus. ~~ Randy Lundeen
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Re: Dark Alley (W.I.P)

Postby Sythen on Thu Aug 12, 2010 12:12 am

Cool ^^
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Re: Dark Alley (W.I.P)

Postby jgoodroad on Thu Aug 12, 2010 12:46 am

what if you board up a few windows and add some scaffolds? it will help break up the repetitive windows.
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Re: Dark Alley (W.I.P)

Postby Sythen on Thu Aug 12, 2010 12:55 am

Good idea, noted! =] I'll have some more W.I.P tomorrow ;)
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Re: Dark Alley (W.I.P)

Postby BJk on Thu Aug 12, 2010 6:31 am

Sythen wrote:Good idea. However there are no fire escape models, and I don't have the skills to create such a model. Not yet anyway.

Counter Strike: Source has fire escape models under props\cs_assault.
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Re: Dark Alley (W.I.P)

Postby Sythen on Thu Aug 12, 2010 10:22 am

I'd much rather not start decompiling models from other GCF's, but hey don't worry I'll come across something!
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Re: Dark Alley (W.I.P)

Postby Sythen on Thu Aug 12, 2010 2:16 pm

Hey guys, having problems with a 3Ds Skybox.. =[

When I look over a wall in the level, I see the entire map as a replica.

Image

When I turn the opposite way, I get hall of mirrors.

Image

Anyone any ideas?
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Re: Dark Alley (W.I.P)

Postby city14 on Thu Aug 12, 2010 3:15 pm

Umm besides the fact that when you turned around it looks really cool...

Did you remove the sky_camera from the normal map, and only have one in the 3d skybox?
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Re: Dark Alley (W.I.P)

Postby Sythen on Thu Aug 12, 2010 4:57 pm

Yeah, I do love the screenshot that came out from turning around.. But it's not desired for the map specifically =[

yep, the only sky_camera is the one in the 3D Skybox.
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