[WIP] cp_tone

Discussion in 'WIP (Work in Progress)' started by Pendaz, Jun 12, 2008.

  1. Pendaz

    Pendaz L2: Junior Member

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    Stages: 3
    Captures per stage: 2
    Style: Mining/canyon


    As of now im about half way through the first stage, the first capture point is in place & the general layout of the stage is done.

    Screen:

    Blue Spawn at top left corner, capture point in the middle (where i am aiming), entrance to 2nd CP on the left hand side)
    [​IMG]

    This is facing out of one of the exits for blue, heading towards the first cp point.
    [​IMG]

    Entrance to the 'sewer system'
    [​IMG]

    First CP area (cp is on the left)
    [​IMG]

    another view of the first cp:
    [​IMG]

    one of the entrances towards the 2nd cp point.
    [​IMG]

    Inside the building:
    [​IMG]

    Stairs leading to the upstairs section of the building
    [​IMG]

    Upstairs
    [​IMG]

    View out of the windows:
    [​IMG]


    Thats what i have so far, im open to comments/suggestions/ideas ect. and i'll try to keep this post up-to-date as its needed.

    -Pendaz
     
    Last edited: Jun 18, 2008
  2. Ace

    Ace L3: Member

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    I like it. Nice wood in the house.
    Although I think the roof supports sould be a more similar texture to the roof - just personal preference. Maybe the same one as the walls.
     
  3. Snipergen

    Snipergen L13: Stunning Member

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    And your roof is a bit too low :)
     
  4. Pendaz

    Pendaz L2: Junior Member

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    which roof?
     
  5. Ace

    Ace L3: Member

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    second from bottom
     
  6. Voztron

    Voztron L2: Junior Member

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    Yep your rooms look way too low. Good start though.
     
  7. oxy

    oxy L5: Dapper Member

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    They mean ceiling. Keep on working. :p
     
  8. Snipergen

    Snipergen L13: Stunning Member

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    This ceiling!
    :D

    [​IMG]
     
  9. AWESOME-O

    AWESOME-O L10: Glamorous Member

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    but this ceiling feels a bit high:
    [​IMG]
     
  10. Nineaxis

    aa Nineaxis Quack Doctor

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    that's too high? That's perfect in my opinion. Look at the Valve maps. Most ceilings are pretty darn high, with rafters and lofts full of props to offset the bland look.
     
  11. Sgt Frag

    Sgt Frag L14: Epic Member

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    I'm with Nineaxis,
    That first room makes me claustrophobic looking at the screen, and I'm not even claustrophobic.
    The second one has good height, but the doorway thru the top of stairs needs some kindof of trim on top. In fact I'd raise the ceiling for room for it, if you add a trim it will be too short, it already looks kindof like a head knocker.
     
  12. Pendaz

    Pendaz L2: Junior Member

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    Some updated screenshots of the maps progress:

    This area:
    [​IMG]

    Now looks like this:

    [​IMG]

    I've raised the roof here:

    [​IMG]

    and here:

    [​IMG]

    and a few other cosmetic changes, added detail etc:

    *please note, some of the textures are not final, im still playing around with what looks good and fits in to the theme of the map etc.

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]



    i've also added a working capture point and spawn room for blue team, as well as doors that open automatically after the setup time.
     
    Last edited: Jun 18, 2008
  13. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Just being nit picky but the wood texture you've used to the walls is a texture commonly used by Valve as a floor texture. For me atleast, it looks.. awkward. I can't help but think "the walls are floors?" But that's just me being picky.
     
  14. Pendaz

    Pendaz L2: Junior Member

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    i know, right now im just using any old texture to get a general idea of what its going to look like, as you probably noticed nearly every building in the map has that texture as its walls lol
     
  15. Voztron

    Voztron L2: Junior Member

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    The rooms looke much nicer. Thanks for listening :)

    Work on the general layout then worry about the details.
     
  16. Pendaz

    Pendaz L2: Junior Member

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    spent today working on adding a bit of detail to one of the entrances from blue spawn:

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]



    as usual, comments / suggestions / ideas are welcome :)
     
  17. Ace

    Ace L3: Member

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    My point from the last lot of pics is.
    If you are going to use those prop rocks don't keep the current floor/cliff textures. The rocks look very very pale up to the floor and cliff and very out of place. Apart from that the buildings look nice although you have again gone for very pale door frames (I'd change these as well to keep it more in style).
     
  18. Nineaxis

    aa Nineaxis Quack Doctor

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    Study the Valve maps. The key to wood buildings is diversity in the wood. If two walls form a inside corner, they should have different wood textures (exception is interiors, of course). See what Valve uses for floors, walls, and ceilings. I copy most of my texturing from the Valve maps, because they have it right. Applying whatever wood texture you feel like from looking at the texture browser won't be helpful for aesthetics.

    Be careful about texture repetitions being too obvious.
     
  19. Voztron

    Voztron L2: Junior Member

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    I assume these are all temporary textures. The rock texture repeats too much and the colours of the map overall are too similar and bland. To Google image searches to see how different objects and materials blend together
     
  20. Pendaz

    Pendaz L2: Junior Member

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    thanks for the input guys, i know i've over used some of the textures, i just wanted to get some idea of how it could look. :)