artpass_terabytest

TerabyteST

L4: Comfortable Member
Aug 18, 2009
181
82
Just placed there, no real thought behind it really D:
 

God of Rock

L2: Junior Member
Feb 17, 2010
54
15
Bots fun + a bit more detailing :D
m36_3.png


Also, why is the lighting off on those tire tracks?
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
Also, why is the lighting off on those tire tracks?

I think I saw a question about that elsewhere. It's some strange lighting bug that the consensus was that it's a result of building cube maps and that it'll go away when you restart the server.

I've got a spot like it in my map (though I think mine is a little more permanent--I haven't been able to get the lighting across two brushes to work right: one brush is brightly lit, the other is in deep shadow....)
 

re1wind

aa
Aug 12, 2009
644
588
if world brushes, check the lightmap density. if there is any non-world brushwork around it, check them. If there are any props anywhere near the area, check them if they're casting shadows. Worse case you'll need to remake the brush, and if that doesn't help either, then giving both light & darkly illuminated brushes the same lightmap and making sure they line up, and then putting in the same smoothing group should help as well. hope that helps :)
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
if world brushes, check the lightmap density. if there is any non-world brushwork around it, check them. If there are any props anywhere near the area, check them if they're casting shadows. Worse case you'll need to remake the brush, and if that doesn't help either, then giving both light & darkly illuminated brushes the same lightmap and making sure they line up, and then putting in the same smoothing group should help as well. hope that helps :)

I'll check those that apply, hopefully I won't need to remake the brushes (displacements!). There are no props or non-world brushes that could fucking with the shadows.
 

TerabyteST

L4: Comfortable Member
Aug 18, 2009
181
82
Hey guys, I'm still alive, but I am and will be on holiday for the next two weeks. I still haven't managed to work out a sub-theme for the map, or what I should do with point B/C. Does anyone reckon anything?
 

dire_luck

L1: Registered
Jul 25, 2010
6
0
Hey guys, I'm still alive, but I am and will be on holiday for the next two weeks. I still haven't managed to work out a sub-theme for the map, or what I should do with point B/C. Does anyone reckon anything?

I think for B you should try and stick with the theam that you have going for A (maybe put point B in a tudor esq building), and C should look a bit like blu spawn (but not enough that it be comes a generic factory).
Anyway, keep up the good work; I can't wait to see what you do!
 

TerabyteST

L4: Comfortable Member
Aug 18, 2009
181
82
I'm not dead just yet!
m38_2.png

Point B mock-up
 

TerabyteST

L4: Comfortable Member
Aug 18, 2009
181
82
More detail over at point B
m40_1.png

How do you feel about the color of the building? Is it too sharp?
 

Draser

L3: Member
May 17, 2010
144
12
Yep just a bit too bright. Also...Idk, it doesn't really seem like a red-styled building. Seems more of something blu might have (i mean architecturally speaking, not color of course :D)



Also: slightly irrelevant: Kinda reminds me of a hospital, idk why XD
 

Tinker

aa
Oct 30, 2008
672
334
I love the greenhouses, but yeah, make it more dark and brownish. (Or at least make some parts of the building so.)
 

Chemical Alia

L2: Junior Member
Jul 22, 2010
98
51
I like the new building, but would really advise working on the color for aesthetic reasons. Right now it's so saturated and orange, along with the bright orange sky and very orange atmosphere, it's creating this bright monochromatic feel. If you can take the saturation way down, it would give the impression of more color variety, even if it is still red.
 

TerabyteST

L4: Comfortable Member
Aug 18, 2009
181
82
m42_1.png

Changed the colors and windows, better now?

m42_2.png

Building near B
 

Jetti

L5: Dapper Member
May 2, 2010
226
111
I'm not keen on the barriers. Bear in mind players can get on top of each of the buildings, so they will try and jump out of the boundries... only to be stopped by an invisible wall.
 

Beamos

L2: Junior Member
May 14, 2008
80
43
Looking at the top picture, perhaps reduce the amount of windows and use trims/props to accentuate the roof lines? I can't but help feel that the windows are used as filler atm :( Not to mention, the roof geometry isn't being touted like it should be.

And for the bottom picture, the light used feels out of place, like it's just there. Perhaps something more discrete might be better?
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
I'm not keen on the barriers. Bear in mind players can get on top of each of the buildings, so they will try and jump out of the boundries... only to be stopped by an invisible wall.

Its not really a big deal. Look at Hydro. There's one spot where the only thing keep players inside the boundaries is a knee-high guard rail. You have no idea how many times I tried to just stand on it.

In any case, yes, you should avoid it. But it's an awful lot better than 40 foot tall fences.
 

TerabyteST

L4: Comfortable Member
Aug 18, 2009
181
82
Beamos said:
Looking at the top picture, perhaps reduce the amount of windows and use trims/props to accentuate the roof lines? I can't but help feel that the windows are used as filler atm :( Not to mention, the roof geometry isn't being touted like it should be.

And for the bottom picture, the light used feels out of place, like it's just there. Perhaps something more discrete might be better?

Thanks for the feedback, could you expand on this?

New work done!
m44_1.png

Added a few trees, buildings outside of the playing area. I'll have to join the two detail areas soon.
m44_2.png

Changed the colors of the building over here, and added some cables. Fixed the roof issue, thanks for letting me know, Jetti! I didn't notice it.
m44_4.png

More over the detail area. Removed a row of greenhouses to reduce the cluttering and have more space for hills.

And finally, a little overview of the map :). 60% of the work is done, I just need to get over at C. I still haven't figure out an idea for it which would go nicely with the rest of the map. Does anyone with a bit more fantasy than me have any idea? :p
m44_3.png


Edit: An idea me and Acumen (the guy who made the birch trees) just worked out: A grain processing and bread production factory. Blue are fighting to take possession over it. Would it work?
 
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God of Rock

L2: Junior Member
Feb 17, 2010
54
15
I guess I should finish those posters lol :p

Also top picture in that last post, the building on top-right has TOO MANY windows

EDIT: And those barriers, put a clip on the entire roof on the buildings if you have too. And that hydro stop thing, should be replaced with 2 gates and a lock

My 2 cents.
 
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