CP Harbour [Deleted]

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Mar 23, 2010
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i thought the gpit hut with 2 side entrances that scorpio suggested was a good idea
 

tyler

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Sep 11, 2013
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I thought second played great today, much much better than before and I like the other changes too.

I like your skybox but eventually you'll want to edit the stars out I think.
 

Lyra

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Apr 3, 2012
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http://www.mediafire.com/?mlira8rxxhl91k1

stv from a pug from the other night.

Thanks a bunch!

I watched it, and from what I could tell it played alright? Admittedly I'm not a pro player or anything, but as far as I could see there weren't any horrible game breaking issues. Though I guess you weren't there so this is probably geared a little more towards Scorpio again. Any idea if the new transitions between second and last alleviated the previous issues, or should I go and redesign the area again so that I can do three paths like you suggested? Also did the changes to mid solve the issues you mentioned previously? (also any other minor things I should know about?)
 

Lyra

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Apr 3, 2012
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Starting to play around with lighting, might be a little too dark still, in the darker areas, since my monitor seems to be much brighter than most people's.

2012-05-03_00001.jpg


2012-05-03_00002.jpg


2012-05-03_00003.jpg


2012-05-03_00004.jpg
 

Bereth

L4: Comfortable Member
Dec 13, 2011
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It wasn't so dark that I couldn't see, but I was squinting a bit. Some small adjustments will do. It you could just add a skylight.
 

Sel

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Feb 18, 2009
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It seems a little strange that the skylight is the ambient blue the skylight projects, while the point is so bright, presumably from the same skylight.
 
Mar 20, 2012
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Lyra said:
Thoughts so far?

It's quite dark. It makes me feel the place is run-down or recently abandoned.

I think there's also too much concrete. It works on Badlands last because the ceiling is natural rock and the point is composed of glass and steel. Personally, I'd use much more clean textures (which would help break up how much the point resembles Badlands last). However, if you're going for a dirty look, you'll obviously want to ignore my personal tastes. :)

I think the room could benefit from a different ceiling texture, regardless. It would break the monotony of the concrete.
 

Sel

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Feb 18, 2009
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My monitor must be pretty bright, because it looks totally reasonable to me.
 

tyler

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Sep 11, 2013
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It's dark but the visibility is fine.

The detailing is super bland though. If this is an early pass, then whatever.
 
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RaVaGe

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Jun 23, 2010
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More spytech please :<

I didn't tested the map, but this last don't seems very original at the brushwork part, do ALL you can do rounded.

Here's what I mean

harbour.jpg


An idea for the widescreen

ctf_mastery_a20010.jpg


I used glows to do it more colofull

Check 2fort for the spytech theme, spytech mean, white colors, a lot of glows, reflections, ventilations, pipes, computers, glass, and do a BIG work on the sounds, it will bring to this map an awesome feeling ...

Keep it up :)
 

Sel

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Feb 18, 2009
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I like everything up there, with, maybe, the exception of rounding the area around the point.
 
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LeSwordfish

semi-trained quasi-professional
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Aug 8, 2010
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Yeah, ditto. One thing I'd really advise is dial down the industrial and dial up the spy tech. We want awesome and futuristic, not those slightly drab painted concrete and grey computers. Particularly when the basic geometry and shape of the room, and the corridor leading to it all SCREAM spyetech to me. I mean, lookat them lights.

But yeah. The whole thing seems better with spyetech to me, and you have enough room for a base facade around it too.
 

Lyra

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Apr 3, 2012
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Thanks Ravage, been working on doing your suggestions all of today.

Here's what I got done.

2012-05-07_00001.jpg


2012-05-07_00003.jpg


2012-05-07_00005.jpg
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
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FYI, there's a yellow version of that blue light texture you're using, somewhere. I'm pretty sure it's either in the game or available for download, because I've seen two custom maps by two different people (Photic and Biodome) use it so far.
 

Lyra

L1: Registered
Apr 3, 2012
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FYI, there's a yellow version of that blue light texture you're using, somewhere. I'm pretty sure it's either in the game or available for download, because I've seen two custom maps by two different people (Photic and Biodome) use it so far.


I'm pretty sure that is the yellow one; I don't see a blue one in the game files.

Anyway, not entirely sure I like this texturing style (but I don't seem to have too many choices as far as textures go (I really liked the white theme that it had with dev textures)), but here's what I got done today.

2012-05-07_00009.jpg


2012-05-07_00010.jpg


2012-05-07_00011.jpg


I'd like to get the ceiling darker, since it's probably the weakest part of the scene, but I don't know if there's a way I can manipulate the lighting to do that. Is there something I can do, like have blocklight brushes that block 50% of the lighting, or something?
 
Mar 20, 2012
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Well, it's a vast improvement over your previous iteration. I enjoy the clean spytech theme a lot more for this point.

As for the ceiling - it looks like you're using a natural rock texture. Are you planning to make the ceiling rocky? Cause if not, it just looks like icky red marble or some form of dorky wood, neither of which match the theme really well.

You could try doing a light cream color, similar to this piece in Junction or Hydro:
0948D8DA50B71FB6C0C59206CC8C734D090CBCD7

8A9CDDA4FBB5C8E97C8A9545C7026008798240D8


Or you could use the dark brown/red that you've used for the pillars to sync up the pillars to the ceiling, similar to Converge or 2Fort:
D15F857353B8A25C3A47F5B9516BCA40061F7A23

6430527FBBF3777F0E792A3EC42116148696FF3B


My personal favorite is mixing these up with natural rock, but unfortunately, Badlands does that, too. And at this point, anything that differentiates the point aesthetically from Badlands is probably a good thing.

Hope that gives you some ideas!

EDIT: Oh, I don't think your ceiling is the weakest part of the scene. I think with some creativity, you could easily make it one of the strongest aspects of the scene.
 
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