CS Waterside: Source *UPDATED Mar 8* IMAGE HEAVY

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

Re: CS Waterside: Source *UPDATED Mar 8* IMAGE HEAVY

Postby MayheM on Mon Mar 21, 2011 5:41 am

I just got finished messing with the caves in the map, I opened up one area to let in natural light and I have to say, I really like it! I will add more picks soon, but I had to post this...

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Re: CS Waterside: Source *UPDATED Mar 8* IMAGE HEAVY

Postby Chopium on Mon Mar 21, 2011 6:20 am

Caves look awesome! I think you should make blend textures to blend the rocks with the floor. Don't be afraid to add in overlapping sheets of displacements for more detail.
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Re: CS Waterside: Source *UPDATED Mar 8* IMAGE HEAVY

Postby MayheM on Mon Mar 21, 2011 3:11 pm

Thanks, yeah a blend texture would add a nice touch. I am still going to go in and add a good deal of detail to areas like this since they are closed off and there is little fear of frame rate drop.
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Re: CS Waterside: Source *UPDATED Mar 8* IMAGE HEAVY

Postby Knights on Tue Mar 22, 2011 2:20 am

Looking good, some of the outer buildings could use some loven details, but I like what I'm seeing... Also the outdoors areas look really small, like space to walk around on. I havn't played CSS in ages but I know space is good for big games. The one thing I don't like is the name... I opened this thread fast thinking I saw "CS_WATERSLIDE" and was disapointed no slide... :jingle:
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Re: CS Waterside: Source *UPDATED Mar 8* IMAGE HEAVY

Postby Captain Terror on Mon May 30, 2011 10:08 pm

This looks great. I LOVE seeing residential houses done in hammer... is there a download?
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Re: CS Waterside: Source *UPDATED Mar 8* IMAGE HEAVY

Postby Ubi on Wed Oct 12, 2011 6:10 pm

This is great job,dude:)Awesome map. Where can i download it?
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Re: CS Waterside: Source *UPDATED Mar 8* IMAGE HEAVY

Postby MayheM on Wed Oct 12, 2011 6:57 pm

It been kind of dormant for a bit. I hit a major optimizing issue and have to rebuild one part of the map. I started to work on it but found myself uninspired. I have some time off of work over the next few weeks so I may work on it some. Thanks though, once I have it up and running again, I will upload it and post a link...
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Re: CS Waterside: Source *UPDATED Mar 8* IMAGE HEAVY

Postby joe_rogers_11155 on Thu Oct 13, 2011 1:02 am

@mayhem, the fire inside the cave should give off an saturated orange light, not a pale yellow light. place a generic light entity right on top of the site of the fire, and ensure that the HDR scale is 0 (should be a scale between 1 and 0) to remove the "light blob" effect on the ground.
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Re: CS Waterside: Source *UPDATED Mar 8* IMAGE HEAVY

Postby Stormy on Fri Oct 14, 2011 6:38 am

Looks like a tight map which are always the fun ones and the envoronment work is very nice. The house is a bit off though, there is a lot of detail everywhere and then the roof is completely bare, it jumps out at me. Perhaps add some eaves, guttering and those ridge thingies on the joins? You could also put in some decals of leaves fallen from the surrounding trees. Wouldn't be a performance hit and I think it would just add to the suspension of disbelief. Also that texture you have on the outside walls of the house must have a way saturated normal map, it's not often you actually see the normal mapping in source. I don't know if that's a good or bad thing. Good, I think.
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