WiP in WiP, post your screenshots!

Atlusia

Designer of a bygone era
aa
Dec 13, 2014
269
455
"no dude I'm not over-detailing, it's just fine"
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Empyre

L6: Sharp Member
Feb 8, 2011
309
187
"no dude I'm not over-detailing, it's just fine"
PN35JAy.png
This looks great, except the windows look weird, especially the ones above the Finest Hour sign. It looks like the wooden beams are a wallpaper with windows stuck on top. To make it look more realistic, you should move, stretch, and/or squeeze the texture so that the beams are going around and/or between the windows, not behind them. You want it to look like it is a real place, but having those beams go behind the windows can break immersion.

I am not attacking you. I am trying to help.
 

Atlusia

Designer of a bygone era
aa
Dec 13, 2014
269
455
This looks great, except the windows look weird, especially the ones above the Finest Hour sign. It looks like the wooden beams are a wallpaper with windows stuck on top. To make it look more realistic, you should move, stretch, and/or squeeze the texture so that the beams are going around and/or between the windows, not behind them. You want it to look like it is a real place, but having those beams go behind the windows can break immersion.

I am not attacking you. I am trying to help.
will work on it, and don't worry I'm not taking this as negative at all, you cool.
 

zahndah

professional letter
aa
Jul 4, 2015
766
647
"no dude I'm not over-detailing, it's just fine"
PN35JAy.png
Why are all those lights on if its daytime... It looks really odd, should probably only have very few of the windows have lights turned on behind them.
 

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
Been doing a map on the side (doing my payload map was kinda limiting, 'cause it has to fit with the theme)

it's a CP map... it's called cp_ascension (working title)
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EDIT: I really like how those lights turned out.... Maybe I'll bump the lightmaps scale a notch

Just a heads up, I made a map a while ago called Ascension already. You're welcome to keep the name because that map went nowhere, but I personally wouldn't if it's just a working title to avoid any confusion.
 

3Dnj

Ducks
aa
Dec 21, 2008
288
638
Hey there !

i will try to enter the COnnect 5 contest with this line :

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Don't have a lot to show but still, the first half of my Single Stage Payload:

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M7hEtYN.jpg


I hope I will find enough time to finish this one :)
 

Twist.vmf

L420: High Member
Jul 29, 2016
439
208
working on an SFM thing to go along with my map.
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also here is said map in action. going to add some stuff from feed back.
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Soilbleed

L2: Junior Member
May 7, 2015
62
246
Been trying to fix some of the main navigational issues around C point. Feeling pretty good about this update.

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Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
hey Skittelz pie, what do you think of the lighting?

I presume they mean less that it's "bad lighting" (though it definitely needs to be brighter, especially in your darker areas), and more that it's not "good" (i.e. beta lighting that's taken extra hours of effort on top of the alpha lighting to make look really good).

I'd definitely try increasing all your lights in screen 1/2 around 100-200 (depending how many lights you're using) and seeing what it's like from there. Remember indoor/underground/night maps should be just as light as outdoor daytime maps, but also have excuses/reasons to be that light.
 

Soilbleed

L2: Junior Member
May 7, 2015
62
246
I presume they mean less that it's "bad lighting" (though it definitely needs to be brighter, especially in your darker areas), and more that it's not "good" (i.e. beta lighting that's taken extra hours of effort on top of the alpha lighting to make look really good).

A fair chunk of it is still dev lighting. I'm wanting to make the skybox a "seabox" since it's underwater, so i'm still experimenting with that. Will probably put a bit more effort into it in the a6.

I'd definitely try increasing all your lights in screen 1/2 around 100-200 (depending how many lights you're using) and seeing what it's like from there. Remember indoor/underground/night maps should be just as light as outdoor daytime maps, but also have excuses/reasons to be that light.

Thanks! I'll increase the general ambient lighting on the map before uploading for playtesting
 

Harritron

L4: Comfortable Member
Feb 26, 2017
167
83
Nice Little Spawnroom for my contest entry (lighting still needs a hell of a lot of work) Also my apologies for the viewmodel and hud getting in there too.
 

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