Two issues to face

JustAHorrible

L2: Junior Member
May 5, 2012
68
4
I have two issues, I quite have to solve over here. I'll describe the first one and give you a picture of what I mean:

(First one was partially solved by Fr0Z3n)

2. How do I make this RED's base interesting?
121brbm.png
 
Last edited:

JustAHorrible

L2: Junior Member
May 5, 2012
68
4
adding some lights to reds base will work.


You'll need to make the trigger brush an trigger_ entity.

Phff. You caught me right there. I forgot to connect it to spawn protection.

Cheers.

But how do I make the lighting look good? light_spot is too small
 

Headhunter09

L1: Registered
Apr 29, 2012
47
10
Add in overhead detailing, like cranes, parts of a metal roof, and lights. Also add some trucks for cover and maybe some sort of crusher machine into the wall. Piles of dirt in the corners might also help.

Also, I would bow the right wall out slightly to give the point more room.
 

JustAHorrible

L2: Junior Member
May 5, 2012
68
4
Add in overhead detailing, like cranes, parts of a metal roof, and lights. Also add some trucks for cover and maybe some sort of crusher machine into the wall. Piles of dirt in the corners might also help.

Also, I would bow the right wall out slightly to give the point more room.

Cranes: Good idea
Metal roof: This map's based underground
Lights: Then how is the light going to get down there?
Crusher Machine: Dunno how to
Piles of dirt: The place is about 7km deep in the ground... dirt would not exist there.

I intentionally did that, but I will modify it.
 

JustAHorrible

L2: Junior Member
May 5, 2012
68
4
I can't really see anything.

Can you upload a picture that's much brighter or (not preferable) fullbright?

I haven't placed anything big lighting. Sorry about that. Why not brightened your monitor settings? I have mines at 100% full and 50% Contrast which works for me.
 
Mar 20, 2012
391
806
I haven't placed anything big lighting. Sorry about that. Why not brightened your monitor settings? I have mines at 100% full and 50% Contrast which works for me.

At max, and the room still looks too dark and I'm unable to make out details.

Can you put temporary lighting? Just place a light entity in the middle of the room, set the brightness to like 600 and add it to a custom visgroup called "Temporary Lighting" or something so you can delete the lights when you start working on the actual lighting.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Your map being fullbright can affect many things that would otherwise not be a problem. Always use some kind of fill lighting, even in the earliest stages.
 

Headhunter09

L1: Registered
Apr 29, 2012
47
10
Cranes: Good idea
Metal roof: This map's based underground
Lights: Then how is the light going to get down there?
Crusher Machine: Dunno how to
Piles of dirt: The place is about 7km deep in the ground... dirt would not exist there.

I intentionally did that, but I will modify it.

Sorry, by metal roof I meant that there would probably be some sort of semi-supportive structure across the ceiling, which would also provide attachment points for cranes, ventilation, and industrial lamps (the kind you see in warehouses), which would cast fairly bright light.

Also, if the facility is deep underground, why is there skybox visible?

As for a crusher, I meant some industrial-looking processing equipment. You could probably piece together models and brushwork. Just google some images, like this:
quartzite-crusher.jpg
 

JustAHorrible

L2: Junior Member
May 5, 2012
68
4
Sorry, by metal roof I meant that there would probably be some sort of semi-supportive structure across the ceiling, which would also provide attachment points for cranes, ventilation, and industrial lamps (the kind you see in warehouses), which would cast fairly bright light.

Also, if the facility is deep underground, why is there skybox visible?

As for a crusher, I meant some industrial-looking processing equipment. You could probably piece together models and brushwork. Just google some images, like this:
quartzite-crusher.jpg

It's for Testing purposes.