• GM_UrbanIsle
    64 replies, posted
Really big hospital I assume? No, you are not adding in too much detail, looks about right on the money. If you ever do run out of brushes, propper some of the small, less important buildings and replace the brushes with the model you made with propper (what I did, on my unreleased map cause its really crappy atm)
One thing that would be really, REALLY awesome if you added is strider nodes. Because striders are just awesome to fight in city'ish landscapes.
I'd probably use a different texture or some decals at some point in different places on that large building just to break up the window texture a bit. It looks a bit repetitive in places.
Looks cool, texturing is stale.
[QUOTE=luqadoo;25021553]One thing that would be really, REALLY awesome if you added is strider nodes. Because striders are just awesome to fight in city'ish landscapes.[/QUOTE] I'll be sure to do just that, gonna have to learn which nodes should be placed where, and exactly how they work and blah blah blah. There's no rush on this map though, so... [QUOTE=hexpunK;25021645]I'd probably use a different texture or some decals at some point in different places on that large building just to break up the window texture a bit. It looks a bit repetitive in places.[/QUOTE] Yeah, decals come a bit later though, I tried em out (because I barely use them) on some other parts of the map, and it reduces blandishness drastically. Also, which large building are you referring to exactly?
The node that the strider uses is an info_node_air_hint.
[QUOTE=ZZREZZ;25022666]Yeah, decals come a bit later though, I tried em out (because I barely use them) on some other parts of the map, and it reduces blandishness drastically. Also, which large building are you referring to exactly?[/QUOTE] [IMG]http://imgur.com/BRAxT.jpg[/IMG] That one. it looks nice, but is very repetitive texture wise. Those window textures aren't great for massive buildings like that unless broken up a bit.
[QUOTE=hexpunK;25023598] That one. it looks nice, but is very repetitive texture wise. Those window textures aren't great for massive buildings like that unless broken up a bit.[/QUOTE] Sweet, will do. On another... uhm... page, note, whatever. The road texture seemed too... HL2-ish. What I mean by that is, well, poopy. So I'm working on a new street texture right now. Annnnnd, now I'm done. [IMG]http://imgur.com/p0CkO.jpg[/IMG] Added bump and specular maps for them too, if anyone wants the textures, I can pack and upload them.
Looks fairly decent. now you made me want to go finish my road textures I was working on up.
Your lighting, however, is totally bleak and colourless. With the style of buildings you have (essentially modern structures that smack of the late 70s and early 80s.) it makes much more sense to people's mind to see them in a warm yellow, sunny envrionment. I know it's early days but nail down the lighting early on. Also; A big step to making a map interesting is to ensure that it looks [I]as far as possible from[/I] a flat surface with buildings on. Not all buildings start at ground level, in NYC, many buildings are raised from street level on plinths. Consider how you'll fill the gaps between buildings. Adding winding pathways can be exciting to explore, and small parks in the middle of cities make great breaks from the inevitable monotony that a city map will create. LANDMARKS ARE REALLY IMPORTANT! Players LOVE to know where they are, so add a few memorable spots on the map. For example, gm_bigcity has the large central park that people flock to. [editline]11:55PM[/editline] I give you this advice because I'm working on a similar city concept, but with a different focus. Keep at it!
[QUOTE=wolfalt;25026646]Your lighting, however, is totally bleak and colourless. With the style of buildings you have (essentially modern structures that smack of the late 70s and early 80s.) it makes much more sense to people's mind to see them in a warm yellow, sunny envrionment. I know it's early days but nail down the lighting early on. Also; A big step to making a map interesting is to ensure that it looks [I]as far as possible from[/I] a flat surface with buildings on. Not all buildings start at ground level, in NYC, many buildings are raised from street level on plinths. Consider how you'll fill the gaps between buildings. Adding winding pathways can be exciting to explore, and small parks in the middle of cities make great breaks from the inevitable monotony that a city map will create. LANDMARKS ARE REALLY IMPORTANT! Players LOVE to know where they are, so add a few memorable spots on the map. For example, gm_bigcity has the large central park that people flock to. [editline]11:55PM[/editline] I give you this advice because I'm working on a similar city concept, but with a different focus. Keep at it![/QUOTE] Never thought of the whole... time period, style of architecture and such... Kickass, thanks man. c:
The road texture looks awesome, just like the city does. I cant wait for this map to get released.
I'd like a foggy rainy weather :v:
[QUOTE=Black-Ice;25039256]I'd like a foggy rainy weather :v:[/QUOTE] Well, I don't know about rainy... if it's rainy it's gotta be a bit darker. I was thinking snow maybe, but then I'd have to change the ground textures... put snow all over the place... HELL, I GOT AN IDEA. Not gonna say though, It'll be... a sweet little surprise. Anyways, I think I have a pretty good idea on how to add some interiors to places. [IMG]http://imgur.com/2NZcS.jpg[/IMG] Pros, go ahead, tell me whatcha think. I got the idea from GTA:San Andreas, how they got interiors going on.
[QUOTE=ZZREZZ;25044244]Well, I don't know about rainy... if it's rainy it's gotta be a bit darker. I was thinking snow maybe, but then I'd have to change the ground textures... put snow all over the place... HELL, I GOT AN IDEA. Not gonna say though, It'll be... a sweet little surprise. Anyways, I think I have a pretty good idea on how to add some interiors to places. [IMG_THUMB]http://imgur.com/2NZcS.jpg[/IMG_THUMB] Pros, go ahead, tell me whatcha think. I got the idea from GTA:San Andreas, how they got interiors going on.[/QUOTE] Lol, That is what I was going to post as I looked at the pic, Should be good for optimization, keeps you from rendering the city while inside.
Looking foward to this map, actually might be funner then bigcity. Will you be adding scenery around the sidewalks and roads? (trees, bushes, grass)
I recomend using Overcast for the sky, Cities are always much more comfortable to me if the sky looks like its about to rain any second, that way you can use softer shadows and not make it too bright. Super easy on the eyes.
Would be nice to detail those builidings on first screen.
[QUOTE=Netheous;25082028]Would be nice to detail those builidings on first screen.[/QUOTE] Well I've done a bit with the "factory"ish thing going on there. Check it out. Also replaced the sidewalk textures on uhm... "main street" with something... different. Screens on first post.
[QUOTE=ZZREZZ;25085339]Well I've done a bit with the "factory"ish thing going on there. Check it out. Also replaced the sidewalk textures on uhm... "main street" with something... different. Screens on first post.[/QUOTE] Factoryish is anotherish... wait what ? I hope you are going to change those repeating textures and post some in-game screenshots
You really ought to vary the textures on some of those skycrapers. I mean like maybe some that are concrete, some that look brick/mortar, (For the smaller buildings) and some that look super-glassy.
When is this getting any updates, because i cant wait.
[QUOTE=luqadoo;25294038]When is this getting any updates, because i cant wait.[/QUOTE] Well, it's been a while since I did some actual BUILDING in the city, because I've been working on templates for buildings. Glass windows galore, with spec maps! Yep, that's right, that means big shiny glass buildings with reflections. c: Also waiting on my girlfriend to draw out a building to put in the city.... BEEN waiting for about two weeks now... but there are personal reasons behind that whole thing. ANYWAYS, the city IS still being worked on.... been thinking about creating a little park near the bridge, and maybe since it's a bit dark, creating some low-detail streetlights with propper and plopping those all around the city.... so yeah. Sorry for the lack of screenies on progress... but texture work is a long, and tedious process. Personally, I find it very, VERY boring. ...Oh yeah, and GED classes going on.... so that's a time consumer.
So, it's been a while, and I don't spend much time in forums, so I'm not sure if doing things like this pisses people off.. (bumping old posts, double posting, even though it's been so long, and there's good reason) BUT ANYWAYS, I've added, removed, and edited quite a.. small list of things, I suppose. Specmaps (shiny things) have been added to most windows and stuff. A crapload of useless custom textures were deleted, so that's good for the finished map filesize... (about 40MB) Uhm, not really much that I can explain quickly, so just see for yourself. [url=http://www.facepunch.com/threads/989591-GM_UrbanIsle?p=24252834&viewfull=1#post24252834]-~=First post=~-[/url]
[media]http://img820.imageshack.us/img820/4285/66894848.jpg[/media] I'm pretty sure columns aren't suppose to go to windows.
Well, at least I can die happy now. Looking good.
the interior idea is great give it a try
It's been a while, people.. but I HAVE been working on this shit, trust me. Here are some ingame compiled screenshots of the uhh... pretty current stuff. I don't know what to say, really... Here are the pictures, if you've got any questions or anything, just ask and I'll.. most likely answer within the week or so. [IMG]http://i.imgur.com/6EWp4.jpg[/IMG] [IMG]http://i.imgur.com/yhxeQ.jpg[/IMG] [IMG]http://i.imgur.com/UUpcL.jpg[/IMG] [IMG]http://i.imgur.com/OkNHT.jpg[/IMG] JUST SO YOU ALL KNOW, I'm working on a custom skybox for this map, and I'll be making things just a tad brighter to simulate moonlight. The lighting is NOT final.
I love that second picture.
[QUOTE=Joazzz;28797998]I love that second picture.[/QUOTE] Me too! Very nice work.
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