(WIP) Cp_.... not thought of name yet

Discussion in 'WIP (Work in Progress)' started by henda, Mar 5, 2008.

  1. henda

    henda L1: Registered

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    (WIP) Cp_Riveting

    Hi, im pretty new to mapping but iv bin learning how to use hammer for about a month now and i feel its time i move on into building my own map. As this is my first map i know things will go wrong and i will make mistakes so try not to laugh. When criting my work try to be helpful and not have a go at me for the sillyness that i produce. Any tips or creative ideas would be great as i am still Quite new to this ;)

    Map Name: Cp_riveting (may change if better name is thought up)

    Map Style: Dustbowl Style

    Map Stages: Only intend on building 1 but if i do a good enough job i might add a 2nd and 3rd stage.

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    Above Pictures: The room in which the final CP will be

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    Above Picture: Courtyard Outside Final CP building

    Still Loads of work to do, will keep updated
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    Above Picture: Updated picture of view on Courtyard from red respawn base

    *updated*
    Retextured Bridge (will probs end up retesturing again later)
    Added 2/3 entrances to Bridge
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    Above Pic: View from courtyard looking at Red Respawn room.
    allot of work needs to be done adding props and lighting
    (will do lighting when i eventually get the hang of lighting currently learning new techniques)

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    Above pic: final cp with lighting

    added texture lighting to room took hours to find an appropriate lighting lemme know if you think it does the job or if you have a better idea for my lighting source.

    Need to add props and build crates for this room (any good suggestions on textures for a crate would be great)

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    Above Pic: Courtyard facing towards Red Respawn base

    improved the environment light which wasnt providing enough light.

    *now working on exit off the bridge and area around it.
     
    Last edited: Mar 6, 2008
  2. TheBladeRoden

    TheBladeRoden L7: Fancy Member

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    cp_riveting
     
  3. Juice

    Juice L4: Comfortable Member

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    Those boxes look HL2.
     
  4. henda

    henda L1: Registered

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    nope, every texture i have used is a tf2 texture nothing from hl2 ^.^
     
  5. Sacrifist

    Sacrifist L3: Member

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    I think your lighting is a bit to bright. It almost looks as if you have fullbright on.
     
  6. henda

    henda L1: Registered

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    Where abouts? Lighting is my Weakest point i must admit. I shall get the hang of it someday though
     
  7. Scotland Tom

    Scotland Tom L6: Sharp Member

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    Looks promising, but are you sure those boxes are TF2? I haven't seen TF2 props or textures that look like the boxes you've got there.

    I kind of agree with Sacrifist on the lighting. The first two screens do seem very bright. It looks like you're using basic lights instead of spots under your florescent light fixtures. This tends to look a bit unnatural because the basic radial lights shine up onto the ceiling where the bulbs from the fixtures shouldn't be able to reach. Try using some spotlights under the fixtures to eliminate that problem. Florescent lights also tend to be a bit more blueish, so take that into consideration.

    It looks like you're on your way. Keep it up!
     
  8. henda

    henda L1: Registered

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    oh feck, it was hl2 texture -.- i'll jus create the boxes from scratch in a mo. and yeah i just used basic light entity i only jus learnt how to succesfully place a light today lol. Thanks for the advice Much appreciated <(",)>
     
  9. Juice

    Juice L4: Comfortable Member

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    I knew it!
     
  10. Vilepickle

    Vilepickle L7: Fancy Member

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    I think the lighting ambience is fine, but you have to be careful with the brightness on those walls. It makes it look too "bloomy" on the wall near the lights if they're too bright.

    A solution would be to add some smaller lights around (make them nonsolid too if they're sticking out in a potential movement path) and reduce the brightness on those single ones. Also consider using light_spot entities for some nice spotlight effects off of the fixtures.

    An alternate solution would be to add various pointlights, which might work better but might be more challenging to make look right. By spreading out brightness with these it can work fine (look at cp_well decompiled near CP 4 and 2). I personally haven't used this method much so I wouldn't endorse it.
     
  11. henda

    henda L1: Registered

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    hmm... spent about 2 hours trying to get the lighting sorted in that room last night. it just simply wouldnt work. i tried using texture lighting but my cp turned into a big black shadow. When i used light_spot the light did not shine at all. i dunno if its just because i suck ass at this or what but i need some serious help with lighting loll
     
  12. Koei

    Koei L4: Comfortable Member

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    Just put in a normal light source and start raising the values slowly and see what wields the best results?
     
  13. Scotland Tom

    Scotland Tom L6: Sharp Member

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    Lighting is a tricky thing to get right, especially if you're newer to mapping. I've found it just takes some trial and error in order to get the hang of things. Take a run through some other maps that seem to have good lighting and find out what techniques were used. Mostly, just have fun with it! :)
     
  14. henda

    henda L1: Registered

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    yeah the only lighting i really know how to do is the normal light entity and the light_environment i need to sort my lighting techniques out if this map is to be produced to a decent standard. Anybody know any decent lighting techniques i could use or a simple tutorial where i can learn? would be appreciated <(",)>
     
  15. Vilepickle

    Vilepickle L7: Fancy Member

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    Decompile some other maps and check out what they use for lights, and then duplicate that style to work in your map. That would be the best solution.
     
  16. henda

    henda L1: Registered

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    ok iv sorted the lighting in that room i THINK. but i dunno im not an expert in lighting could that be better? who knows lemme know what you think.
     
  17. henda

    henda L1: Registered

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    sorted outdoor lighting doesnt look too bad now working on the exit off the bridge from the final cp
     
  18. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    One technique would be to have a light_spot coupled with a very dim normal light of the same colour. that way you don't get annoying pitch back shadows directly behind lights, but then again, you might want that.
     
  19. henda

    henda L1: Registered

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    i dunno i spent a while playing with the light_spot but i couldnt get it to work :/ i found the only lighting i can get to work is environment, light and texture lights
     
  20. DJive

    aa DJive Cake or Death?

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    wiki/Light_spot

    Ya they are weird, you need to really crank it up some, sometimes.