CP Artpass StarvinCannibal

StarvinCannibal

L1: Registered
Jul 16, 2010
14
0
I have been working on my map since the beginning of this contest, but have just now decided to post a picture. I ask that out of respect, you refrain from being douches. :p If you have some constructive criticism, that's great. I'd love to hear it. If you like the map, lemme know. If you DON'T like the map, just don't say anything.

Anyway, here's the picture. At the moment, I'm thinking nighttime Harvest is the style I'm goin' with. But nothing's set in stone.

4900139890_175d899104_b.jpg


I'll post more as time progresses.

EDIT: New pictures have been added. Check 'em out below!

4955729623_01ec65b767_b.jpg


4956320872_ed63e65da6_b.jpg


As you can see, I've changed the style from nighttime Harvest, to more of a Gold Rush and Badlands combo. Also, you just might have noticed that the control points are a little on the bright and shiny side, along with the gold being pink instead. Now I've messed around with the lighting and the cubemaps a lot, and these problems are still here. Anyone got some ideas?
 
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Huckle

L3: Member
May 31, 2010
149
101
I'm not sure if it is because it's just an image with none of the parallax scrolling from 3d but the doorway looks a bit too busy. It just doesn't look like a finished building that you're supposed to go through.

You might want to consider having at least one of the edges line up perfectly with the doorway or add some detailing that isn't the same exact color to break up the lines and make it easier to distinguish. Maybe add some lighter color to the doorway framing itself or the windows?
 

StarvinCannibal

L1: Registered
Jul 16, 2010
14
0
I'm not sure if it is because it's just an image with none of the parallax scrolling from 3d but the doorway looks a bit too busy. It just doesn't look like a finished building that you're supposed to go through.

You might want to consider having at least one of the edges line up perfectly with the doorway or add some detailing that isn't the same exact color to break up the lines and make it easier to distinguish. Maybe add some lighter color to the doorway framing itself or the windows?

That's something I'll take into consideration. Thanks.
 

Groovy Pants

L1: Registered
Jul 24, 2009
20
22
That one segment look pretty good. You should take some more pictures, I'd like to see what else you've got.


Also, how do you do the volumetric lighting coming out of the floodlights? Is it a model?
 

StarvinCannibal

L1: Registered
Jul 16, 2010
14
0
That one segment look pretty good. You should take some more pictures, I'd like to see what else you've got.


Also, how do you do the volumetric lighting coming out of the floodlights? Is it a model?

Thanks. I'm glad you like it, and more pictures will be coming soon.

As for the lighting, it's pretty simple. It's just the spotlight props you see, with point_spotlight entities set in front of each spotlight prop, then a single light entity placed about 100 inches away from the lights and pushed 100 inches down. That's all.
 

coagulated

L1: Registered
Aug 12, 2010
26
13
Wow yeah, the new look is great. The lighting seems a little eclectic though, at least in the first picture, but other than that it's fine. Very, very orangey-brown, but that doesn't really look like a bad thing imho since it's giving off a sepia-tone dustbowl (not the map :p) kinda atmosphere. I think that the gold textures from goldrush would really fit in perfectly with your theme.
 

StarvinCannibal

L1: Registered
Jul 16, 2010
14
0
Wow yeah, the new look is great. The lighting seems a little eclectic though, at least in the first picture, but other than that it's fine. Very, very orangey-brown, but that doesn't really look like a bad thing imho since it's giving off a sepia-tone dustbowl (not the map :p) kinda atmosphere. I think that the gold textures from goldrush would really fit in perfectly with your theme.

Thanks, I really appreciate that. But about the gold. See that pink stuff? That is gold. I don't know why it's doing that.
 

Harribo

aa
Nov 1, 2009
871
851
This looks like your got the theme for the outside down really well, I think the rock textures look far too tiled at the moment though and also too flat, maybe create some displacements, there some excellent tutorials on here that could give you a hand. So any updates?
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Thanks, I really appreciate that. But about the gold. See that pink stuff? That is gold. I don't know why it's doing that.

Cubemaps. They need to be there, and they need to be built. That's why the capture point is also blinding white.
 

StarvinCannibal

L1: Registered
Jul 16, 2010
14
0
This looks like your got the theme for the outside down really well, I think the rock textures look far too tiled at the moment though and also too flat, maybe create some displacements, there some excellent tutorials on here that could give you a hand. So any updates?

Yeah, it's funny actually. They are displaced, but you're right. They look totally flat here. In-game you can tell they look more natural. Anyway thanks for the compliment.

As for people talking about the cubemaps. I know about cubemaps. I've adjusted them and buitl too many times to remember. I've tried them at different heights, I've tied them to specific faces. Nothing seems to work, unfortunately.