• A small project I want criticism on
    31 replies, posted
Please take a look at these and tell me if I have something or if this is probably not going anywhere. It's just a quick mash up of sorts that I figured would just be for show and practice but I feel it could become sort of a mini game like Lost Coast. Or not, it doesn't matter. Either way, tell me what you think or just give me a rating that would describe what you see. [img]http://img40.imageshack.us/img40/4486/testlevel0000.jpg[/img] [img]http://img13.imageshack.us/img13/1892/testlevel0001.jpg[/img] [img]http://img40.imageshack.us/img40/7264/testlevel0002.jpg[/img] [img]http://img36.imageshack.us/img36/7196/testlevel0003.jpg[/img] [img]http://img24.imageshack.us/img24/5941/testlevel0004.jpg[/img] [img]http://img36.imageshack.us/img36/9898/testlevel0005.jpg[/img] [img]http://img97.imageshack.us/img97/233/testlevel0006.jpg[/img] [img]http://img15.imageshack.us/img15/9012/testlevel0007.jpg[/img]
well, there's some little things to fix but other than that.. looks good maybe think about adding some trash objects in the corners?
In my opinion... everything looks too.... "uniform"... Try using more complex geometry to bring out more detail in all the areas... What I mean by that is something like arches, rounded corners or ledges, etc... In outdoor sections for buildings that have windows, try adding detail around the windows, such as ledges, an actual frame maybe? etc etc... (Don't forget about good optimization though!)
Blue shadows...
Looks alright, but kind of boring.
The lighting is a bit bland.
I mean, it's fairly good. You need more texture variation, you need to clutter up your rooms a bit more with props or geometry features. You need to improve on your lighting, at the minute it's a bit flat and bland. You need to be less spam-happy with the lights and they need to be more subtle and less yellow.
I think this is very good, NOw what is this map going to be used for? And is there any special features to it?
It is a bit bland. You should try to make it a bit more detailed. Scatter out some crates or barrels were that seems fit. As commented before, the lights are bland. Try to avoid perfectly white lights. Try light yellow or light blue. And why are there a gap with some random thrash in that room? It does not make any sense. Is it supposed to be a sewer-river? if it is, why does it just end? and where does it come from. As your self questions like these when you are mapping. Makes it more realistic.
Use lighting to bring out the atmosphere.
maybe black lighting to make it look erie in the hall ways, and some wall decals
The lighting is way too bright and plain. I'd say that's your main problem. Other than that, you should try to keep corridors thin. This isn't a necessity, it's just easier to make look good (because there's less room to fill) and it's more realistic.
Make lots of env_lightglows for your lights, I always loves doing that to make it stand out more- Although you should probably make your lighting a tad brighter too...
Remember to always turn your graphics up to full for when taking pictures :smile:
I think it looks pretty cool, I would take a look at Miigga's work for inspiration. [url]http://www.facepunch.com/showthread.php?t=950293[/url]
id say this is a good geometry of a good map. aka: needs more detail. textures are too repeative. needs a flatgrass full of props in the WAY too open spaces (or brushwork) try not to illuminate the whole interiors with light, it looks almost fullbright.
I like it a lot but the blue pipes are kind of weirdly colored
[QUOTE=spinzer;22493529]I like it a lot but the blue pipes are kind of weirdly colored[/QUOTE] Looks better in Hammer. I think it has to do with the ambient env_environment color. [QUOTE='[CWG]RustySpannerz;22465670']I think it looks pretty cool, I would take a look at Miigga's work for inspiration. [url]http://www.facepunch.com/showthread.php?t=950293[/url][/QUOTE] I did. It's amazing and I will try my best to get that kind of quality someday. [QUOTE=sphinxa279;22465574]Remember to always turn your graphics up to full for when taking pictures :smile:[/QUOTE] Why can't I ever remember this? Oh well, you still get the point from the screenshots.
Try making wall lights instead. [img]http://img72.imageshack.us/img72/2691/hallway0002.jpg[/img]
I don't know why, but it seems to me that those wall light models don't fit there.
[QUOTE=Firegod522;22495377]Try making wall lights instead. [img_thumb]http://img72.imageshack.us/img72/2691/hallway0002.jpg[/img_thumb][/QUOTE] Way to best me in my own thread although I have to agree with Deadchicken, I don't really like the lights there but I will keep this in mind.
Its probably due to the wall texture. And sorry if I tried to show off.
Add glow to the light sources, add window and door frames, try to use light_spot instead light and dim it down a little bit. And add some more props to your map. [QUOTE=Firegod522;22495377]Try making wall lights instead. [img_thumb]http://img72.imageshack.us/img72/2691/hallway0002.jpg[/img_thumb][/QUOTE] It looks like the room is upside down and then again.
Those windows like in the 2nd picture are not very good, you need to make a propper frame. Other than that it looks great.
Turn your graphic to FULL when taking screens.
Looks boring and rather unoriginal, add some extra material to it. Broken pipes or something. Needs more content, even if it's just static props.
[QUOTE=-Headcrab-;22527086]Turn your graphic to FULL when taking screens.[/QUOTE] If you read the thread, you'll see that I mentioned that way up the page...
So far so good. You have some pillars in the hallways, which is good. You have some detail everywhere, but you need more. Ask yourself when you're mapping that is there enough detail in this map, and the answer to that question is always no. Put more debris and stuff in the hallways, they are a bit.. empty at the moment. Those windows you have in pictures #2 and #7 don't really fit. Add more detail to the windows in general (edges, windowsills, bars, you name it) Lighting, lighting and lighting. If you're gonna have the room lit up like that you might as well remove the ceiling. Experiment with different lighting options and see what you like and what fits to the overall mood and theme of the map.
[QUOTE=Firegod522;22495377]Try making wall lights instead. [img_thumb]http://img72.imageshack.us/img72/2691/hallway0002.jpg[/img_thumb][/QUOTE] What's up with the texturing on the bottom of the horizontal ceiling beam, and no wall texture could justify those misplaced light positions.
Looks like that textures the wrong way round :v:
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