ttt_aftermath_b1

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ttt_aftermath_b1

Postby VIOLATION on Wed Nov 23, 2011 5:37 pm

Hello, I would like to showcase my newest release. The map was created for Trouble In Terrorist Town, a gamemode on GarrysMod. I hope you enjoy it.

The old version of my map was in alpha, and there were some major glitches. I decided to fix them but I did a lot more than expected, so I decided to change the state to beta.

You can download it here: http://www.garrysmod.org/downloads/?a=view&id=126654
Or here: http://www.gamebanana.com/maps/161510

Major fixes from the last version:

-Spawns spread across the map (16 at the top tunnel, 16+ underground)

-Alternative methods to reach the underground and top (Also, triggers were added to kill anyone that glitches the top and bottom of the elevator (If it sense someone in there it will kill them)
Stairs:
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Drop-shoots:
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1/2 Drop-Shoot exit holes:
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-Opened up the factory area a bit.
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-Added a new room inside the factory
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Inside:Image

-Spectator Room
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Oh, and one last thing....
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(I've hidden tons of decals from my community)

This map also features:
-A breakable Traitor Tester
-An objective to get the Tester operational
-A massive Underground area
-A above ground factory and parking lot
-A under-under ground area
-Plenty of weapons
-Tons of physics props
-Secret rooms
-3D skybox
-Operational Elevator
-32 spawns
-And much more

OLDER PICTURES:
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Re: ttt_aftermath_b1

Postby LordDz on Wed Nov 23, 2011 7:26 pm

Lighting needs work.
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Re: ttt_aftermath_b1

Postby joe_rogers_11155 on Wed Nov 23, 2011 9:02 pm

Lighting needs work big time. I wouldn't even mind the terrible lack of props and detail if the lighting was more interesting. Here are some simple suggestions that can improve the lighting dramatically.

1. Using light_spot instead of generic light entities!! I can't stress this enough!!

2. Using light_spots that point sideways or point up from below stairs or grates.

3. Reduce the length of point_spotlights dramatically. People overestimate the necessity of a long point_spotlight.

4. Using COLOR in your lights other than white or pale yellow. If you think of making a yellow light, try making an orange light instead. If you want to make a blue light, try making a purple light instead. Mix things up and use contrasting colors.

5. If you have a model to serve as a light source, try to position your light entity as close to the damn model as possible. Disable shadows on these props and you can position the light entity inside the prop!!

6. Reduce the HDR brightness dramatically to get rid of annoying "light blobs" on the walls. Source multiplies the light brightness by a number to determine bloom. If you give the multiplier a number like .5, you can reduce the bloom. This can be a good thing, so experiment with it.

Check out this link: http://www.interlopers.net/tutorials/29797
"Day breaks, but decay soon follows." - Ava Winona
Currently developing in radio silence... 99 Bolts
Here's another project of mine... Assault on Overwatch
Are you new to Source SDK? VDC
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