gm_nsr - Organized City WIP - Pics from start to finish.
32 replies, posted
This is a new map I am working on for my build server.
This picture will be updated whenever I revise the map, I might use it in-game later.
[URL="http://imgur.com/a/r4qwp"]Screenshots are/will be here. I'm going to take one every time I compile, hopefully the result will be cool.[/URL]
Give me some Ideas on what should be in the map.
Current Stage in the map.
[QUOTE][IMG]http://i.imgur.com/70qZJ.jpg[/IMG]
[IMG]http://i.imgur.com/TKofX.jpg[/IMG][/QUOTE]
[QUOTE=Stiveno;35141713]Give me some Ideas on what should be in the map[/QUOTE]
[QUOTE=Image from OP Link][img_Thumb]http://i.imgur.com/DTBwJh.jpg[/img_thumb][/QUOTE]
Less fullbright and more environmental lighting.
[QUOTE=Antec;35141747]Lighting.
Less fullbright and more environmental lighting.
[/QUOTE]
Learn to read. Telling me lighting doesn't help me at all.
[QUOTE=Stiveno;35141753]Learn to read.[/QUOTE]
1. Do Basic Brushwork First
2. Add Lighting
3. [B][I]Then[/I][/B] take screenshots.
-snip- you edited it but I disagree, im doing lighting later.
[QUOTE=Antec;35141771]1. Do Basic Brushwork First
2. Add Lighting
3. [B][I]Then[/I][/B] take screenshots.[/QUOTE]
Pretend there are no screenshots, I want opinions on the OP pic.
[QUOTE=Stiveno;35141788]-snip- you edited it but I disagree, im doing lighting later.[/QUOTE]
You show a map off to get C&C, so why not put some actual effort into it and add lighting to make it look a lot better before you show it off?
[QUOTE=Stiveno;35141753]Learn to read.[/QUOTE]
Putting a light_environment is one of the very first things you should be doing for an outdoor map. Furthermore, you should be using dev textures for the majority of the process of mapping. I also can't tell if those curbs are elevated, but if they aren't, make them so. Also, please use an actual street texture. Those roads are far too wide to be single laned.
[QUOTE=WitheredGryphon;35141812]Putting a light_environment is one of the very first things you should be doing for an outdoor map. Furthermore, you should be using dev textures for the majority of the process of mapping. I also can't tell if those curbs are elevated, but if they aren't, make them so. Also, please use an actual street texture. Those roads are far too wide to be single laned.[/QUOTE]
I guess Ill add it because it is the only way people will talk about other things.
Curbs are elevated, I had a street texture but switched it over, ill probably change back now that you tell me that.
[editline]14th March 2012[/editline]
[QUOTE=Antec;35141811]You show a map off to get C&C, so why not put some actual effort into it and add lighting to make it look a lot better before you show it off?[/QUOTE]
I wanted Ideas for the map not help with hammer.
[QUOTE=Stiveno;35141841]
[editline]14th March 2012[/editline]
I wanted Ideas for the map not help with hammer.[/QUOTE]
:downs:
[QUOTE=Antec;35141930]:downs:[/QUOTE]
Now that the lighting is there, ideas for the map :v:?
[QUOTE][IMG]http://i.imgur.com/cdjol.jpg[/IMG][/QUOTE]
Add a fountain in the middle of that square. Decals. Light posts. Street signs. Pedestrian-Walk stripes. Trash cans in the middle maybe. Trees. The list goes on.
[QUOTE=Stiveno;35142017]Now that the lighting is there, ideas for the map :v:?
[IMG]http://i.imgur.com/cdjol.jpg[/IMG][/QUOTE]
Better lighting.
[QUOTE=Antec;35142095]Better lighting.[/QUOTE]
God damnit.
[editline]14th March 2012[/editline]
[QUOTE=WitheredGryphon;35142090]Add a fountain in the middle of that square. Decals. Light posts. Street signs. Pedestrian-Walk stripes. Trash cans in the middle maybe. Trees. The list goes on.[/QUOTE]
Sounds good.
[img_thumb]http://www.1337upload.net/files/0futuristic0006.jpg[/img_thumb]
Recent map of mine, using it as an example. See how the lighting matches the skybox and the direction matches the position of the sun in the skybox texture. Try adding some nice lighting that matches a skybox that you use.
[QUOTE=Antec;35142162][img_thumb]http://www.1337upload.net/files/0futuristic0006.jpg[/img_thumb]
Recent map of mine, using it as an example. See how the lighting matches the skybox and the direction matches the position of the sun in the skybox texture. Try adding some nice lighting that matches a skybox that you use.[/QUOTE]
Alright well I have some other stuff to do tonight so next time im on hammer Ill play with that then add most of the basic brushwork before posting again.
Train tracks you sunovabitch!
[QUOTE=Black-Ice;35142717]Train tracks you sunovabitch![/QUOTE]
Can they be phx tracks?
[QUOTE=Stiveno;35143735]Can they be phx tracks?[/QUOTE]
THEY MUST BE.
I don't understand why you are worrying about lighting. That is almost one of the last things or halfway through the map you need to be worrying about. And you work very slow, if you compile just to see a street. Its pointless to compile that often just to see the street, its a waste of time, and its pointless.
[QUOTE=Firegod522;35144174]I don't understand why you are worrying about lighting. That is almost one of the last things or halfway through the map you need to be worrying about. And you work very slow, if you compile just to see a street. Its pointless to compile that often just to see the street, its a waste of time, and its pointless.[/QUOTE]
Thats what I was saying before. But yeah im pretty slow.
[QUOTE=Firegod522;35144174]I don't understand why you are worrying about lighting. That is almost one of the last things or halfway through the map you need to be worrying about. And you work very slow, if you compile just to see a street. Its pointless to compile that often just to see the street, its a waste of time, and its pointless.[/QUOTE]
So you work with fullbright maps until it's completely finished, and then start adding lighting? That sounds backwards, especially if you need to work with shadows in your map.
[QUOTE=WitheredGryphon;35144441]So you work with fullbright maps until it's completely finished, and then start adding lighting? That sounds backwards, especially if you need to work with shadows in your map.[/QUOTE]
You start working like halfway through it. Why waste your time compiling lighting, when you need to get your brush work done.
[QUOTE=Firegod522;35144451]You start working like halfway through it. Why waste your time compiling lighting, when you need to get your brush work done.[/QUOTE]
True, but if you are trying to show it off then it's best to have lighting so people don't assume "hrm, this person has no idea what lighting is." If you are working on your own or within a particular group not presenting stuff then yes, I see where you are coming from.
[QUOTE=WitheredGryphon;35144495]True, but if you are trying to show it off then it's best to have lighting so people don't assume "hrm, this person has no idea what lighting is." If you are working on your own or within a particular group not presenting stuff then yes, I see where you are coming from.[/QUOTE]
I tried explaining this in the OP but nobody listened. Its no big deal, I just took care of the lighting earlier then i planned.
Less Hl2 textures.
[editline]15th March 2012[/editline]
And more elevation variation.
[url]https://developer.valvesoftware.com/wiki/Sky_List[/url]
Use it.
[QUOTE=oskutin;35146493]Less Hl2 textures.
[editline]15th March 2012[/editline]
And more elevation variation.[/QUOTE]
I agree, I'm going to make other sections higher/lower and I am working on making textures now.
[QUOTE=IronPhoenix;35146625][url]https://developer.valvesoftware.com/wiki/Sky_List[/url]
Use it.[/QUOTE]
Thanks, the ideal lighting numbers help.
Started to make some textures, these look decent in game, what do you guys think.
[QUOTE][IMG]http://i.imgur.com/fQBvW.jpg[/IMG][/QUOTE]
Not bad.
To be honest, it looks like you just changed the saturation / contrast of the original stock ones. Especially the bottom 2. The road one looks like you made it, though.
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