TheKieranator
L6: Sharp Member
- Mar 6, 2011
- 282
- 213
Not that bad,
Your vertical scaling is too large though, try and go through and scrunch down the drop downs you have and the ramps (etc).
Also, the area around the buildings looks dull, from what i can tell you have some nice geometry, so try and spread that to the outer rings.
If you don't want to use actual textures yet (And I suggest you don't) ... use the red/blu or greyscale 128x128 dev textures.
Thanks, I have started scaling it down and it already is looking better! When do you recommend texturing? I find it hard to navigate and get a sense of the map if it's textured with only 2 colors while having lots of geometry. Is there some sort of guide to texturing / which dev textures to use / scaling perhaps?
Thanks, I have started scaling it down and it already is looking better! When do you recommend texturing? I find it hard to navigate and get a sense of the map if it's textured with only 2 colors while having lots of geometry. Is there some sort of guide to texturing / which dev textures to use / scaling perhaps?
arrow decals! use these to help players get around your map easily. just use the decal tool and one of the arrows (search for "arrow" in the texture thingy) and just click on a wall in the 3d view to stick one down
space fluff
Thanks for the feedback, I was wondering about the symmetry myself...
overscaled, as in the brushes are too tall / wide? I tried using ones much smaller than my last map, guess I have to go smaller...
Too wide and thick.
use a static prop of the heavy (search heavy.mdl) and base your scaling off that.
That roof texture in the last screenshot :d