• MyHome
    18 replies, posted
[QUOTE]Fix and optimization done for the map Edited fog Edited Skybox and sun Optimized for better gameplay (more nodraw and stuff.) Fixed material bugs (neighbours roof) Added more spawnpoints for CSS and some more fixes [/QUOTE] This is a recreation of my real house and this is the first map of mine which i think is release worthy. I have put alot of effort into this, and the result ain't bad. I obviously didn't recreate everything for privacy reasons. I made this in the CS:S settings and in the end, the last garden furniture, i needed to tune down a bit, because the CS:S started to crash because the vertex limit. It's not big, but it hell is detailed. I hope you like it My steam account [URL="http://steamcommunity.com/id/kajar9"]http://steamcommunity.com/id/kajar9[/URL] Download [URL="cscheater.pri.ee/files/MyHome.bsp"]here[/URL], from my homepage. Or [URL="http://www.garrysmod.org/downloads/?a=view&id=105763"][IMG]http://www.garrysmod.org/img/?t=dll&id=105763[/IMG][/URL] More images you can find [URL="http://cscheater.pri.ee/files/images/even%20newer%20images/"]here[/URL] [IMG]http://cscheater.pri.ee/files/images/even%20newer%20images/koduprojekt0024.jpg[/IMG] [IMG]http://cscheater.pri.ee/files/images/even%20newer%20images/koduprojekt0010.jpg[/IMG] [IMG]http://cscheater.pri.ee/files/images/even%20newer%20images/koduprojekt0002.jpg[/IMG]
Seems kind of a bland place to live if you ask me but i do like the effort you put into it. Only thing it needs is some better lighting, higher quality pictures, some appropriate fog and environmental lighting.
wow, so fast response XD I gave the best, but as i told before, i have so much stuff on the map, it will start crashing with the Vertex limit error if i tweak it too much. But thank's, what do you mean with appropriate fog btw? any tips?
Make the fog blend into the skybox. Also, it looks like your level is lit up, while its dark. Try choosing a more appropriate skybox texture and lighting. [url]http://developer.valvesoftware.com/wiki/Sky_list[/url] And due to the vertex error, you might want to try optimizing your map. [url]http://rvanhoorn.ruhosting.nl/optimization.php?chapter=intro[/url]
It is, "a lot" just letting you know. [editline]04:04PM[/editline] Very good for a first, though.
[QUOTE=Firegod522;22514911]Make the fog blend into the skybox. Also, it looks like your level is lit up, while its dark. Try choosing a more appropriate skybox texture and lighting. [url]http://developer.valvesoftware.com/wiki/Sky_list[/url] And due to the vertex error, you might want to try optimizing your map. [url]http://rvanhoorn.ruhosting.nl/optimization.php?chapter=intro[/url][/QUOTE] Ok... the fog is blended into the skybox, from downangle it seem's as a plate in the middle for some reason. But as you just walk on the floor, there is a pretty good blend. The skybox texture i chose as dark as possible, but it still left pretty strong sun shadow's (which i wanted only a little.) I will check the link, for the optimization, steam support told only to verify my CS:S cache. Thanks for the Constructive criticism To spell checker: My main language ain't english , but thanks anyway.
That bed must give you terrible posture. It looks as hard as rock!
i have read through the optimization thing, the only flaw i made was alot of visleaf rendering, other's i pretty much got done during the build. btw. how can i see the visleaf map`?
If you are using the 2009 engine, press map>load portal file In source engine 2006 you have to use a 3rd party program.
I love it, bitching you rock
I love it. Fog looks kinda odd though. Try using this primary and secondary color: 65 85 96
thanks again for those precious comment's for those who don't want to download my map and look around themselves. Check out the other pictures of the map [URL="http://cscheater.pri.ee/files/images/even%20newer%20images/"]HERE[/URL]
Now I can rob you :D , No just kidding. Its good for a first map, your house looks big too!
It looks decent, the blocky nature of the detail prevents it from looking better but it's otherwise good. You should really improve the lighting though, that is what is keeping it from looking it's best at this point. Might also want to consider using propper for a lot of that brush detail to ease the load. Unfortunately the single most impressive thing about this map is the amount of effort put in, and not so much the map itself.
[IMG]http://i47.photobucket.com/albums/f180/BJK51/Map%20Review/mr-1.png[/IMG] Welcome to Map Review. From now on, this account will review mapping releases on Facepunch exclusively, no matter the mapper's skill, the map's use, significance or the amount of time and skill put in to it. This is an experiment, if you have any suggestions, please do send a private message, otherwise focus on the map in the original post instead of bringing attention to this account. [b]Comments[/b] First things first. As a beginner you have a good understanding of layout and indoors geometry. After reading through the criticism section, I encourage you to try again with a home out of your imagination, or a dream house, in case it may lead to much better results. You should continue trying to map houses, and though this isn't amazing it is a decent start. [b]Criticism[/b] No offense, this will require a list. - First impression was the room size and ceiling height, it feels like being six years old. One story buildings are to be 128 units high indoors, this way the textures fit flawlessly. - The texturing. [url=http://i47.photobucket.com/albums/f180/BJK51/Map%20Review/myhome0000.jpg][Example 1][/url] The trick to texturing wood, is that it must have as few boards as possible. Consider the most realistic board direction and how it would be done in real life. Believe it or not, in Source this makes a pretty big difference. Many other textures were stretched, misplaced, or simply did not make any sense. - Lighting. The lighting was purely white, which almost never fits in any situation accurately, not even suburban homes. [url=http://i47.photobucket.com/albums/f180/BJK51/Map%20Review/myhome0001.jpg][Example 2][/url] Neat trick you can do here is to put a circular brush above the light, give it a tool\blocklight texture and it would no longer light up the area blocked by the light model anyway. Light beams cannot pass through metal, right? - Fog. The unfitting sky texture was not complimented with the even more unrealistic fog, which with the right color and distance could have made the skybox texture acceptable. Set the minimum distance low, and the maximum distance very high, because there is no possible way real fog can get as thick as the maximum value in Source's fog. Try to match it with the sky color also, white fog along with white lighting never works. [url=http://i47.photobucket.com/albums/f180/BJK51/Map%20Review/myhome0005.jpg][Example 3][/url] - Lack of models in specific areas. [url=http://i47.photobucket.com/albums/f180/BJK51/Map%20Review/myhome0006.jpg][Example 4][/url] Both the hedges and the telephone poles shown are available as models, although it is good to see you used ropes. (even if they ended abruptly) - [url=http://i47.photobucket.com/albums/f180/BJK51/Map%20Review/myhome0002.jpg][Example 5][/url] Not really sure what to begin or state here, missing textures? - Rest of skybox models are rather dull. [url=http://i47.photobucket.com/albums/f180/BJK51/Map%20Review/myhome0004.jpg][Example 6][/url] [url=http://i47.photobucket.com/albums/f180/BJK51/Map%20Review/myhome0003.jpg][Example 7][/url] It is clear you did not want to overdecorate these because they are not accessible by the player, although you should detail only the visible sides and move it closer into view, or fix the fog. Or both.
example 1, overlooked the first ramp, and yeah the texturing need's improvement. (and this sauna stage i made in a hurry) example 2, yup, mistake there. example 3, weird, it looked better for me although this is the first try on lighting and fog. example 4, this is the point where the cables go to skybox, from the (real walk area) it seems ok. And source doesn't support cables less than 1, so if i would have done it forward in skybox, it would have looked 16x16 cable. example 5, woah for me it looked ALOT darker. i have a poor computer and i ran it on DXLEVEL 81, this may have caused it. example 6 and 7 these are (atleast in my setting's) only shadowed building's in the distance and (for me) you wouldn't have really noticed any detail's anyway's Thank's for the review. I totally support your undertaking and you deserve rep. I may consider the dream house, but usually thinking of something (detailed) new, i get kinda puzzled what to do next.
Try something new I.E. a local community centre, that's always a nice start. Perhaps, seeing as you have the effort and motivation, you could start looking at adding functions players like ourselves could see as useful, for example: make your map accessible to a gamemode (By this I mean, for example zombie survival; add things such as extra corridors, claustrophobic multi-door rooms and dim, flickering lighting so that a server could adopt it as an actually purpose-built map.) While I haven't downloaded it, it looks pretty good and you have some potential going for you. Take a look at some other maps and try to dissect them. Your main aim is to put personality into your map, so pick up techniques but don't forget your own personal flare.
looks good for a map, i agree with the people that already posted. - practice makes perfect -need to fix the textures -maybe use brushes overall: 4.7/5 and getting my download
Nice!
Sorry, you need to Log In to post a reply to this thread.