Restaurant Map

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

Restaurant Map

Postby Mr. X on Sat May 28, 2005 8:24 pm

Its about 50% done and i think its going well. night setting and all that jazz. gimme feedback, ive mapped before but this may be the first one i release to people.

http://img63.echo.cx/img63/4024/resturaunt00011tf.jpg
http://img165.echo.cx/img165/2043/resturaunt00036ka.jpg
http://img41.echo.cx/img41/4116/resturaunt00040gx.jpg
http://img41.echo.cx/img41/6928/resturaunt00069cb.jpg


I need feedback people, anything nice or constructive critizism will be greatly appriciated. i have no idea if it will be a de_ or cs_ or other but its only 50% done... thanks!
Last edited by Mr. X on Sat May 28, 2005 8:33 pm, edited 1 time in total.
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Postby Grim Reaper on Sat May 28, 2005 8:27 pm

Looks ok, but i think you need a cubemap, because in shot 3, the bush looks brighter than the surroundings, i think it does anyway.
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Postby Mr. X on Sat May 28, 2005 8:28 pm

yes it certianly does, like i said, it i only 50% done. about.. i need add and build the cubemaps, and work more on the skybox, and fix some lighting bugs... oh and add lights and more objects..

if anyone else has anything other ideas i could add to it go for it, im open to suggestions :-)
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Postby vasko on Sat May 28, 2005 8:51 pm

looks cool mate, love the lighting, maps set at dusk should always look good :)
only thing i'd ask, being a picky bastard iknow but, in the fourth shot you've got grafity near the top of the wall of the building... makes sense to break up the wall but what did they do? bring a ladder? ;) maybe some bigs bins could go in there.....
not a critisism, just an observation.
look forward to more screenies
"They mostly come out at night, mostly"
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Postby Grim Reaper on Sat May 28, 2005 9:06 pm

Are you talking about the DB bubble graffiti, if not, save the picture edit it and highlight which part and post it back up because i dont know which graffiti.

EDIT
Image

That?
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Postby vasko on Sat May 28, 2005 9:29 pm

yeah thats it
"They mostly come out at night, mostly"
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Postby Mr. X on Sun May 29, 2005 1:20 am

haha, yeah i guess it is a little high, well maybe he was a persistant little tagger, nah, ill probably change it being it lower or put dumpsters there. good observation, thanks!
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Postby cur_sed on Sun May 29, 2005 1:25 am

the placement of your decals on that building does look a little surreal in general... if you were to add some brush detail to the building, it might remove the need for so many decals...
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Postby Mr. X on Sun May 29, 2005 1:43 am

brush detail. at the risk of sounding like a newbie when im really not (i hope im not) whats that? :oops: :?
Last edited by Mr. X on Sun May 29, 2005 2:02 am, edited 1 time in total.
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Postby CrapinaBottle on Sun May 29, 2005 1:46 am

that looks good, how big is the map going to be?
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Postby Mr. X on Sun May 29, 2005 1:57 am

The map is not huge. its about the size of de_dust but not underground and all windy like that. its just a big lot with lots of cover. it needs alot of work yet so ill keep everyone updated on it. post more screens later. if anyone sees anything wrong or has any good sugestions just post them.
thanks!
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Postby cur_sed on Sun May 29, 2005 2:20 am

When I say brush detail, I mean little details and bits of geometry that are made with brushes. Windowsills, doorframes, gutters, etc can all make your architecture look more interesting, and take away from the square-edged look that is especially obvious in the top right corner of your building right now.
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Postby Cr4ig on Sun May 29, 2005 6:20 am

Like said, needs to have more brush detail. Doesn't look too bad, but is a bit worrying how you don't know what kind of map it is going to be. I wouldn't choose at such a late stage, because there is no guarantee the game type you want will work because of the layout.
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Postby Habboi on Sun May 29, 2005 11:22 am

Brush detail just simply means building a level using the build tool.
When you make a shape and texture it that is considered a brush...
A brush detail is when you add more detail to a wall, ceiling, floor etc.

For example you have a plane ceiling so a support beam with metal hinges is adding realism and detail.

Nice map so far and I think it looks a bit empty for 50%...
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http://hatintime.com/
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Postby Grim Reaper on Sun May 29, 2005 11:52 am

Is there going to be a main dining room, then a sliding door maybe connected to a kitchen. Hold on ill make a quick example.


Ok here it is, i really hope that youdo a better job than THIS!

The textures and everything are just snappy, i didnt even choose, you could probably do more with the door like some small round glass in it:


Kitchen area:

Image

Dining area:

Image

Connecting Doors:

Image
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