This is just a small part of a larger map I am working on. I just wanted to see what y'all though of this Warehouse so far. :)
[B]{ Screenshots }[/B]
[B] Alpha 2 [/B]
[URL=http://img412.imageshack.us/i/gmpjctwarehousealpha200.jpg/][IMG]http://img412.imageshack.us/img412/7513/gmpjctwarehousealpha200.th.jpg[/IMG][/URL]
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[URL=http://img685.imageshack.us/i/gmpjctwarehousealpha200.jpg/][IMG]http://img685.imageshack.us/img685/7513/gmpjctwarehousealpha200.th.jpg[/IMG][/URL]
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[URL=http://img337.imageshack.us/i/gmpjctwarehousealpha200.jpg/][IMG]http://img337.imageshack.us/img337/7513/gmpjctwarehousealpha200.th.jpg[/IMG][/URL]
[B] Alpha 1 [/B]
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I don't like it, but you seem like you want comment:
To start, your pictures are all wrong. They show a sepia-like tone throughout but the actual map is just dull white lighting. Second, you went overboard with the volumetric lights, they look terrible:
[URL=http://imgur.com/rv2j8.jpg][IMG]http://imgur.com/rv2j8s.jpg[/IMG][/URL]
If you insist on using them, try to make them look less opaque. Also, if the sunlight was coming in at the angle the volumetrics imply, it wouldn't evenly light the entire floor like you have it. Try to make a sunlit band or something going across the floor, like so: [url]http://todaysfacilitymanager.com/facilityblog/wp-content/uploads/warehouse.jpg[/url]
Another thing to keep in mind is that it is indeed a warehouse. Right now the only access to the main part is by a small doorway on one side. You don't build a huge warehouse to store a bunch of crates and wooden pallets. Add a larger door to make storing large things a more believable idea, even if you don't actually put anything inside.
Now on to actual mapping problems, the roof meets the walls at a strange place:
[URL=http://imgur.com/ddKVX.jpg][IMG]http://imgur.com/ddKVXs.jpg[/IMG][/URL]
Also stairs are usually assigned as part of a func_detail to prevent unnecessary visleafs or something like that.
Overall, it is very blocky and repetitive. Add more variance in textures and make your stairs less horrible (Use rails and make them thicker). If you're making a very large map and need to keep things simple you can still make things look much better just by improving your lighting.
The sepia tone doesn't work because you don't have color correction on.
Also the volumetric lights look crappy because you have bloom on, probably too high so it make them look brighter than they actually are.
I also noticed your not rendering the dust clouds.
All these are problems on your end.
As far as the roof goes, I am aware of that, this is not final geometry therefore I did not fill it in. Same reason there is not much detail on the wall.
Maps made in source are usually going to be blocky due to the way they are made.
You can make amazing non blocky buildings in source.
[editline]04:04AM[/editline]
Add more details, does look a bit blocky, repetitive textures (Looks like you used the same texture for the floor).
Otherwise, it looks good.
I am going to make a blend texture for the floor, and turn it into a displacement to get the effect I want.
I am holding off on the walls till I am sure that is how I want everything. After that I will start adding detail props, and overlays.
[QUOTE=Anthoni_c;23244180]The sepia tone doesn't work because you don't have color correction on.
Also the volumetric lights look crappy because you have bloom on, probably too high so it make them look brighter than they actually are.
I also noticed your not rendering the dust clouds.
All these are problems on your end.
[/QUOTE]
I went back and checked, my color correction is enabled, I had no post processing enabled, and the dust clouds are rendering you just can't see it in the pictures I took.
The only bloom I have enabled is in the video options, not post processing. You're supposed to create your maps to compensate for that bloom.
[QUOTE=Anthoni_c;23244180]
Maps made in source are usually going to be blocky due to the way they are made.[/QUOTE]
Blocky does not necessarily mean using a lot of right angles. By blocky I mean it looks too plain, it's just some walls and a roof.
I get the same issues as 223344.
It needs more detail. The staircase needs a railing to stop people falling off the side. It needs dirt and grime, maybe some graffiti. And a main large door so trucks can get in and out.
Oh shit I know why the color correction is not working, I forgot to embed the color table.
Also there is not much you can do to compensate for bloom in hammer. Bloom sucks in most games, like in BFBC2 it was all messed up.
All this detailing, and stuff will come later though. There is still lots to do before that.
[b] Edit: [/b] Alpha 2 is now out with fixes, and improvements.
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