CP artpass_J4CK8

Soupstorm

L2: Junior Member
Sep 22, 2009
67
12
I love what you've done with C, and how you used the generator prop in that control room above. The lighting, aside from being the wrong colour as others have pointed out :p looks too dark for me, and could use a bit more contrast as well.
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
Lighting tests, EXTRA LARGE screenshots ahead :O I'm thinking of going with Upward or Well...

2fort


Badwater


Goldrush


Hydro


Lumberyard


Swamp


Upward


Well
 

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
244
95
I think that for a swamp map, you should take a dusky skybox, or one of the Swamp Pack skyboxes... Or the sawmill skybox.
Keep up the great work
 

Huckle

L3: Member
May 31, 2010
149
101
I really like the neutral skybox lights so my vote goes to swamp/lumberyard. A tip for next time is to actually switch the skybox texture as well and not just the entities. The difference is bigger than you might think.
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
The current skybox in those pics is sky_hurricane_01, which is a sky from the swamp pack and I like it, so it will likely be staying but I might do a few tests with a different skybox. I feel that the swamp settings just look dull, so I guess it will be Lumberyard or Well then...unless sawmil can impress me.
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
A little progress on what I've been working on today, removing the 'cave' from the B/C path. This area should keep me busy detailing for a few days. The screenshot is using the Lumberyard lighting, I'm still undecided about the lighting settings but I want to keep it daytime or early evening, not sure if I should remove the outside lighting if it's going to be daytime.

 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
Triple post :O



Random detail area in BLU spawn










CP one elevator before the point is capped:


CP one elevator after the point is capped:


Not sure about it too much, it does block players just as the door did but it wont block bullets...
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
Remove that door behind the elevator, it really shouldn't be there.

Very clever way of blocking that off though.
 

coagulated

L1: Registered
Aug 12, 2010
26
13

That squiggly line near the top of the area really draws the eye towards it. Is that what you were going for?


This looks kind of weird to me mainly because it seems like you're trying to create a never before done style but can't really decide what that style is going to be, so it's a bit of a mash-up. To be honest this map embodies the swamp theme better than any other map I've seen so far, but I think you really ought to think more about how to simplify the look of things.

CP one elevator before the point is capped:


CP one elevator after the point is capped:


Not sure about it too much, it does block players just as the door did but it wont block bullets...

I'm kind of eh about elevators... isn't there anything else you can do in this situation? Maybe make a security grate door with holes in it that bullets can pass through? Something like this: http://i36.tinypic.com/15y893c.jpg
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
That squiggly line near the top of the area really draws the eye towards it. Is that what you were going for?

Well, it was more for detail, stopping the wall just being totaly blank, however if people feel it is eye-drawing in a bad way, then I will rethink it.

This looks kind of weird to me mainly because it seems like you're trying to create a never before done style but can't really decide what that style is going to be, so it's a bit of a mash-up. To be honest this map embodies the swamp theme better than any other map I've seen so far, but I think you really ought to think more about how to simplify the look of things.

Thanks, I'm also not happy with A right now. I've just about finished reworking B, so A will be most likely next, however I'd like to keep the 'cave'.

I'm kind of eh about elevators... isn't there anything else you can do in this situation? Maybe make a security grate door with holes in it that bullets can pass through? Something like this: http://i36.tinypic.com/15y893c.jpg

I like that, but doesn't really feel like it would look right to me. As with the doors that were originaly there, they're just doors from nowhere that drop down into nowhere...kinda pointless.

Anyway, bye bye 30 degree building, hello random car park o_O

http://dl.dropbox.com/u/1491682/artpass_j4ck8/31.08.2010/02.jpg

http://dl.dropbox.com/u/1491682/artpass_j4ck8/31.08.2010/02.jpg

http://dl.dropbox.com/u/1491682/artpass_j4ck8/31.08.2010/03.jpg

http://dl.dropbox.com/u/1491682/artpass_j4ck8/31.08.2010/04.jpg

http://dl.dropbox.com/u/1491682/artpass_j4ck8/31.08.2010/05.jpg
 
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J4CK8

L11: Posh Member
Mar 4, 2009
820
243
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STR1D3R

L1: Registered
Aug 28, 2010
6
1
you should make a muddy blend effect with the concrete because im sure a sewage swamp plant would look that clean in my opinion anyway its a great map so far
 

Huckle

L3: Member
May 31, 2010
149
101
I think you should take some of the lighting from (what I assume from the blue textures) the blue spawn and use it on C. Everything just feels a bit distracting on C as it is now.

#1: The death pit is big and bright and while it draws your eye towards the capture point, it also makes the players go away a bit.

#2 The upper level is even darker with the door being really bright but the ledges themselves are dark.

#3 The point_spotlights are quite distracting. They are also a bit weird in that the lightcones are really bright, the ceiling above them isn't really lit up at all.
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
I think you should take some of the lighting from (what I assume from the blue textures) the blue spawn and use it on C. Everything just feels a bit distracting on C as it is now.

#1: The death pit is big and bright and while it draws your eye towards the capture point, it also makes the players go away a bit.

#2 The upper level is even darker with the door being really bright but the ledges themselves are dark.

#3 The point_spotlights are quite distracting. They are also a bit weird in that the lightcones are really bright, the ceiling above them isn't really lit up at all.

Lighting hasn't really been tampered with much. I need to start looking into different lighting techniques once I've got A finished. Talking of lighting techniques, any tutorials/examples of which type is best to use and where?
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
I know I kinda said I wanted to keep cap A as the cave, but looking at it was boring and it didn't really make too much sense. So I've turned it into a big building...

http://dl.dropbox.com/u/1491682/artpass_j4ck8/12.09.2010/cap_a.jpg
http://dl.dropbox.com/u/1491682/artpass_j4ck8/12.09.2010/cap_a1.jpg
http://dl.dropbox.com/u/1491682/artpass_j4ck8/12.09.2010/cap_a2.jpg
(Ignore the night skybox, forgot to change it)

A lot of detailing still to do on this building, and then I've gotta move on to sort out the lighting. I regret being bored with the map over the past couple of weeks now as I only have about 2 weeks to get the final peices done, and college has started, and Worms is so much fun.
 
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