desert

Anti Christ

L1: Registered
Nov 8, 2009
5
0
This is my first public map. I posted it on fpsbanana a while ago. But I just came here, and it seems it has more activity, so far. I know it has it's bugs (the low ceiling, and one blank spot) They were all ones I realized after I released it, and started on a new map.

I'd just like some constructive criticism. So far, the couple of people I've played it with, really like it. I hope everyone else does, too.
 

Anti Christ

L1: Registered
Nov 8, 2009
5
0
Yeah, I realize this. When I was making it, I thought it looked cool (I still do!) But a lot of people said that's bad. So I've made a not not to use Hl2 textures now.

And for it being dark, I guess it's just my monitor. Some people have told me that it's to dark, but it seems fine to me.
 

frothy

L2: Junior Member
Mar 3, 2009
87
21
Yeah, I have the brightness on my monitor bumped up a few from the default and I still cant tell what I'm looking at in that first picture. Dark maps may look cool, but are very impractical for the bright, easy to see nature of TF2. Brighten it up and we'll be in business.
 

Anti Christ

L1: Registered
Nov 8, 2009
5
0
Yeah, I plan on going back into the map when I'm done with my current project and touching it up. I'll play with my monitor so that it looks darker for me, and then adding in better lighting. And make a few changes here and there I've come up with after I've finished it. Thanks for the comments, though.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Looks like you just need a light_environment here. The fact that you have normal lights has prevented fullbright despite the fact it appears you are missing the light_environment. Your map is like 90%+ dark. It should be 90%+ light.
 

Anti Christ

L1: Registered
Nov 8, 2009
5
0
Looks like you just need a light_environment here. The fact that you have normal lights has prevented fullbright despite the fact it appears you are missing the light_environment. Your map is like 90%+ dark. It should be 90%+ light.
Okay, I've never heard of a light_environment. I'll look it up now, and see what it does.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Can't see, but judging by that door, it's going to be filled with improper textures.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
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I'm sure you found out by now what it does but just incase you didn't, your light_environment is basically your "sunlight". Any skybox textured brush will cast a light at your given pitch/yaw (which needs to be at around -45 to -90 pitch to visibly cast downwards and light your map, otherwise it will just cast light sideways). Thus, lighting your outside areas.

You can also control the standard level of darkness of your shadows, but this is a very subtle use that can go horribly wrong if you don't take care.

you'll want to match your your light_environment colour with your skybox's ambience for maximum immersion. I couldn't find the skybox library here on TF2maps.net but did find them on FPSB, but to save your soul from setting foot on the internets anus i'll copy and paste the variables here:

sky_badlands_01

Sun Angle: 0 210 0
Sun Pitch: -30
Brightness: 251 201 155 250
Ambience: 153 159 187 170
HDR Brightness: -1 -1 -1 1
HDR Ambience: -1 -1 -1 1

sky_dustbowl_01

Sun Angle: 0 30 0
Sun Pitch: -25
Brightness: 254 210 152 800
Ambience: 151 135 180 420
HDR Brightness: -1 -1 -1 1
HDR Ambience: -1 -1 -1 1

sky_goldrush_01

Sun Angle: 0 108 0
Sun Pitch: -35
Brightness: 254 226 186 600
Ambience: 118 114 139 350
HDR Brightness: -1 -1 -1 1
HDR Ambience: -1 -1 -1 1

sky_granary_01

Sun Angle: 0 130 0
Sun Pitch: -15
Brightness: 255 226 196 500
Ambience: 116 113 149 300
HDR Brightness: -1 -1 -1 1
HDR Ambience: -1 -1 -1 1

sky_gravel_01

Sun Angle: 0 167 0
Sun Pitch: -32
Brightness: 250 216 146 850
Ambience: 106 134 174 500
HDR Brightness: 250 216 149 650
HDR Ambience: 106 134 174 380

sky_hydro_01

Sun Angle: 0 51 0
Sun Pitch: -37
Brightness: 244 215 193 750
Ambience: 156 178 255 250
HDR Brightness: -1 -1 -1 1
HDR Ambience: -1 -1 -1 1

sky_night_01

Sun Angle: 0 108 0
Sun Pitch: -35
Brightness: 66 73 100 175
Ambience: 66 73 100 175
HDR Brightness: -1 -1 -1 1
HDR Ambience: -1 -1 -1 1

sky_tf2_04

Sun Angle: 0 145 0
Sun Pitch: -45
Brightness: 216 207 194 700
Ambience: 200 202 230 60
HDR Brightness: -1 -1 -1 1
HDR Ambience: -1 -1 -1 1

sky_trainyard_01

Sun Angle: 0 300 0
Sun Pitch: -65
Brightness: 253 243 208 600
Ambience: 124 138 203 500
HDR Brightness: -1 -1 -1 1
HDR Ambience: -1 -1 -1 1

sky_well_01

Sun Angle: 0 300 0
Sun Pitch: -35
Brightness: 248 197 139 400
Ambience: 142 154 182 200
HDR Brightness: -1 -1 -1 1
HDR Ambience: -1 -1 -1 1

edit: Found extra info on the VDC: http://developer.valvesoftware.com/wiki/Sky_List#team_fortress_2_materials.gcf
 
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Anti Christ

L1: Registered
Nov 8, 2009
5
0
Thanks, I'll try this in a bit. I just have one question, can it be disabled? When you go into the room with the HL2 textures, and touch the console, it disables a lot of the lights. If I can't disable it, it would take a lot of the feeling I was attempting at out of the map.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
What feeling? The one where nobody can see for shit?
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
The light_environment is not dynamic, otherwise we could have rolling sunsets etc. You don't have to have a blazing mid-day sun though, you could use a night skybox if you want things dark, and tell your light_environment to cast minimal light in its variables to compliment this skybox choice.

the light_environment will only cast light where you have your skybox brushes. The blue skybox texture: http://www.interlopers.net/images/hl2tutorials/2d_skybox/pic1.jpg
It wont cast light inside unless you have windows and doors where light will bleed in slightly.