cs_docks (WIP)

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

cs_docks (WIP)

Postby DjBourgeoisie on Mon Dec 06, 2004 10:13 pm

Making cs_docks, a personal favorite from the classic days of cs. Ive already changed/added alot to my map since these screens were taken, particularly in the office building, I made it much older looking and run down as opposed to a nice looking office. Still wip, but im about 80% overall with this project.

http://img90.exs.cx/img90/7463/d1ocsdocksa.jpg
http://img90.exs.cx/img90/396/o0lcsdocksb.jpg
http://img90.exs.cx/img90/8766/a2wcsdocksc.jpg
http://img90.exs.cx/img90/3630/p9jcsdocksd.jpg
http://img90.exs.cx/img90/5532/v6ocsdockse.jpg
http://img90.exs.cx/img90/5296/g0ecsdocksf.jpg
http://img90.exs.cx/img90/7941/r7pcsdocksg.jpg
http://img90.exs.cx/img90/1082/g0xcsdocksh.jpg
http://img90.exs.cx/img90/585/c6ncsdocksi.jpg
User avatar
DjBourgeoisie
Regular
Regular
 
Joined: Tue Nov 30, 2004 5:54 pm
Location: Studio Radi-8

Postby Cr4ig on Mon Dec 06, 2004 10:15 pm

looks nice :) - the huge amount of water cause major lag?
Cr4ig
Senior Member
Senior Member
 
Joined: Mon Nov 08, 2004 10:55 pm

Postby DjBourgeoisie on Mon Dec 06, 2004 10:30 pm

none whatsoever. I get 150 fps avg thru the entire map, lowest spot in framerate is 100 at ct spawn.
User avatar
DjBourgeoisie
Regular
Regular
 
Joined: Tue Nov 30, 2004 5:54 pm
Location: Studio Radi-8

Postby wiggle987 on Mon Dec 06, 2004 10:30 pm

gah you have it too, what texture did you use on the water? im dying to get that murky effect
Image
User avatar
wiggle987
Veteran
Veteran
 
Joined: Mon Nov 22, 2004 8:54 pm
Location: O RLY?

Postby BaRRaKID on Mon Dec 06, 2004 10:31 pm

really really nice.. now that's a nice map <3 it
I've no sign
BaRRaKID
Veteran
Veteran
 
Joined: Sun Oct 10, 2004 1:46 pm
Location: PORTUGAL!!!

Postby Cr4ig on Mon Dec 06, 2004 10:40 pm

wiggle987 wrote:gah you have it too, what texture did you use on the water? im dying to get that murky effect


Looks like aztec water i think
Cr4ig
Senior Member
Senior Member
 
Joined: Mon Nov 08, 2004 10:55 pm

Postby Signy on Tue Dec 07, 2004 3:46 pm

Good progress,

Your one of the first people that i hvnt had to remind that every light should have a source which is good.

You environment light balence is also good ambience is at just the right level.

The arches work on the outside maby, but on the inside they dont the maps architechture does not fit with the inside arches make em good olld door frames.

Also some of the textures inside look a bit out of place.

BUt really good effort very impressive.

Sigs
User avatar
Signy
Pheropod
Pheropod
 
Joined: Fri Nov 12, 2004 1:21 am
Location: UK

Postby Dice on Fri Dec 10, 2004 12:06 am

amazing
teamspeak IP:69.93.58.74:8805
Image
Dice
Regular
Regular
 
Joined: Sat Dec 04, 2004 3:55 am

Postby Rovient on Fri Dec 10, 2004 12:30 am

Dice wrote:amazing


I wouldn't go that far. Considering it's a WIP it's a good start. There's plenty that needs to be done to make it amazing.
User avatar
Rovient
Regular
Regular
 
Joined: Wed Dec 01, 2004 7:11 pm

Postby Spartan on Fri Dec 10, 2004 1:28 am

I'd have to say this is a very nice looking map. The outdoor areas still need improvement and the lighting inside still needs some fixing but it looks fun. Now I just need a new comp. Taking donations. :smt100
Spartan
Veteran
Veteran
 
Joined: Sat Oct 09, 2004 2:58 pm

Postby Signy on Fri Dec 10, 2004 12:15 pm

OMG Spartan im so proud, they grow up so fast :cry:

This is your first constructive post :D didnt it feel good?

Keep it up both of ya.

Sigs
User avatar
Signy
Pheropod
Pheropod
 
Joined: Fri Nov 12, 2004 1:21 am
Location: UK

Postby DjBourgeoisie on Fri Dec 10, 2004 2:44 pm

Rovient wrote:
Dice wrote:amazing


I wouldn't go that far. Considering it's a WIP it's a good start. There's plenty that needs to be done to make it amazing.


What do you think needs improving in those shots. So far I have completely redone the interior buildings to make them more run down etc so dont bother commenting on that part of the map. But im curious to see what people think should be added and where.
User avatar
DjBourgeoisie
Regular
Regular
 
Joined: Tue Nov 30, 2004 5:54 pm
Location: Studio Radi-8

Postby Rovient on Fri Dec 10, 2004 2:55 pm

Ok, your map is a great start, it just needs little details to bring it to life. :)

- A trim to the top of the building in the 3rd or so image - something to seal that builing in.

- Windowsills sealing the glass sections in. Make thin, dark trim for all of the glass areas, make sure they're func_details so that they don't disrupt geometry.

- Add some alpha to the grass texture on the banks of the river/lake to break up the texture a little. Check out the interlopers tutorial on displacement to see how to do this.

- Try adding env_sprites or env_lightglows to the lights outside to give them a little bit of glare. For brighter spot lights, use a point_spotlight, with the right angles for your light sources.

- I like the use of props. They seem appropriate for where you placed them. :)

- In this pic:
Image
Try moving the lights into the ceiling, carving the correct dimension holes for them to sit in (they should be flush inside the cieling tilesm shineing out).

Keep up the good work. I look forward to an update.
User avatar
Rovient
Regular
Regular
 
Joined: Wed Dec 01, 2004 7:11 pm

Postby Chubz on Fri Dec 10, 2004 3:14 pm

Looks very nice..........very professional. :)
My baby's got the bends.
User avatar
Chubz
Member
Member
 
Joined: Thu Dec 09, 2004 9:09 pm

Postby Blink on Fri Dec 10, 2004 3:25 pm

Yeah, make sure you do the lighting thing that Rovient suggested, will make all the difference.
User avatar
Blink
Cool 'n that
Cool 'n that
 
Joined: Fri Oct 08, 2004 4:16 pm
Location: UK
Next

Return to Under Construction

Who is online

Users browsing this forum: No registered users