CP Artpass StarvinCannibal

Discussion in 'Map Factory' started by StarvinCannibal, Aug 16, 2010.

  1. StarvinCannibal

    StarvinCannibal L1: Registered

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    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.

    [​IMG]

    I'll post more as time progresses.

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

    [​IMG]

    [​IMG]

    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?
     
    Last edited: Sep 4, 2010
  2. Grim Tuesday

    aa Grim Tuesday

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    Looks quite nice. Got any pictures that show a bit more stuff?
     
  3. StarvinCannibal

    StarvinCannibal L1: Registered

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    At the moment, no. This is my only picture. I've got quite a few other areas that are almost ready for screenshots, but they're not quite there.
     
  4. Huckle

    Huckle L4: Comfortable Member

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    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?
     
  5. StarvinCannibal

    StarvinCannibal L1: Registered

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    That's something I'll take into consideration. Thanks.
     
  6. Groovy Pants

    Groovy Pants L1: Registered

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    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?
     
  7. StarvinCannibal

    StarvinCannibal L1: Registered

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    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.
     
  8. StarvinCannibal

    StarvinCannibal L1: Registered

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    Bump for new pictures. :)
     
  9. coagulated

    coagulated L1: Registered

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    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.
     
  10. StarvinCannibal

    StarvinCannibal L1: Registered

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    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.
     
  11. Goombac

    Goombac L4: Comfortable Member

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    Cubemaps?
     
  12. theharribokid

    aa theharribokid

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    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?
     
  13. Pocket

    aa Pocket func_croc

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

    StarvinCannibal L1: Registered

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    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.