CP Harbour [Deleted]

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grazr

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I did prefer the way it looked in dev, but my issue is the lack of any textures that have the same feel. The only ones that seemed even remotely suitable were these, and they look absolutely awful if they're fully lit.

When in doubt, reference. My advice would be to check out the finals of other maps to see if you can't figure out a more appropriate way to texture your final, especially the ceiling.

relavent maps that come to mind:
Well
Hydro
Badlands (industrial rather than spytech, but check out the ceiling and supports).

The textures you're using look like arse when fully lit because they're not supposed to be used on such large pieces of geometry and in such an abundance. They're more for trims (window frames) and trusses.
 
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Sel

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The textures you're using look like arse when fully lit because they're not supposed to be used on such large pieces of geometry and in such an abundance. They're more for trims (window frames) and trusses.

Your level had far more of those textures than this does, and most levels that use them (just look at the 2fort and hydro pictures that were linked earlier) also try to make them look less obnoxious through darkness.
 

Lyra

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Apr 3, 2012
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2012-05-11_00001.jpg


2012-05-11_00002.jpg
 

tyler

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I think what you need is closer attention to accent reds, because right now that looks far too creamy to me? Maybe you need rock walls or something, I don't really know. You're going to hate us all pretty soon for this.

One thing I really wish you would do is adjust the ceiling more.

iUTFp.jpg

IJVxx.jpg


In these shots on Hydro, the ceiling is barely slanted but it makes the entire room loads more interesting to be in and look at. Your last point really isn't lacking any pizzazz so much as it's something of a box, and I think that if you started with the ceiling you'd quickly find it a lot easier to change the rest of the room to accommodate more interesting geometry. Even if you kept your ceiling, you could at least do something like this.

Something else I think you should look at is what I refer to as "pathing" (and I am sure other people are aware of it and have other names for it):

RccUP.jpg

glKTI.jpg


Pathing is a fantastic way to break up a monotonous ground texture with, well, a path. Coldfront and Well are two great examples, with Coldfront's being a lot more noticeable and loud. Something like this that goes around that one-way window and onto the point could very well work wonders for you. I don't know, but think about it.

Finally, as grazr mentioned, you might benefit from natural light. I'm not sure how many people know that Well does this on the last point:

pvn0T.jpg


It's literally just a skybox texture that is too high up for players to really see the base of. It requires almost nothing and makes the room a lot brighter.

Obviously you're at the stage where detailing and lighting take ages to figure out, and it doesn't help that you've got a group of people that love your map and want it to look as good as it plays. Anyway, I hope this helps.
 
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grazr

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Your level had far more of those textures than this does...

Not really, Lyra's whole ceiling is covered in it and the big chunky beams use this texture too. Axle uses this texture only on trusses and window frames and in combination with other textures (having referenced Hydro and badlands). Which was kind of my point. You can use these textures effectively, but you need to use them intelligently because they are ugly on their own/on large pieces of geometry.

The new shots look great. You just need to do something with that ceiling. You could make a dome like in Gorge as already suggested or use the metal used on the ceiling seen in this shot of Well and crack it open (with hazard strips) in the middle like a blast door to let some light in. I did a similar thing in my artpass entry: clickey #1 clickey #2
 
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Mar 20, 2012
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The new shots are wonderful, but I concur - the ceiling is dullsville. I posted a screenshot of Gorge's second point earlier, and I'm going to suggest that you consider the possibility of a straight skylight. If you avoid a dome, you could pull off a skylight without anyone realizing it's like Gorge.

For example, you might want to consider a skylight like this:
Bedroom-skylight-Image1.jpg


It's going to be up to you if you want to keep the light cylinder up there, but I definitely think you need to get rid of that monotonous dark red ceiling and give it some fresh air.

Do you hate us yet? lol. If it's any reconciliation, the final point you have now makes your pinky, concrete room look like child's play. You're getting onto something with this.
 

grazr

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Sel

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2ndpath.jpg


thinkin I'm gonna do this to make the gameplay between first & 2nd easier to push to and from.

(the dark grey brushes in the bottom right are the base door for those who can't tell where this is)

also I would like to thank crash's kitten for enjoying my map so much
 
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