Author Topic: Random Dev. Shots  (Read 1431772 times)

your face

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Re: Random Dev. Shots
« Reply #1980 on: January 22, 2010, 12:29:18 am »
Really nice use of atcs-like textures.  Makes it feel like home. :)
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CATAHA

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Re: Random Dev. Shots
« Reply #1981 on: January 22, 2010, 12:32:27 am »
Its evillair's eX texture pack basicly, lol! And some my textures. =] No one texture from eQ2 (ATCS) texture pack was used.
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your face

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Re: Random Dev. Shots
« Reply #1982 on: January 22, 2010, 12:54:46 am »
"atcs-like" ;)

eX is an awesome texture set, anyhow.
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mooseberry

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Re: Random Dev. Shots
« Reply #1983 on: January 22, 2010, 01:09:37 am »
Lighting is too bright in the first one I think, there is some bad contrast, but maybe that's your settings. Looks nice anyways.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

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CATAHA

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Re: Random Dev. Shots
« Reply #1984 on: January 22, 2010, 01:42:53 am »
I used gamma 1,55. Most players use approx 1,2. Like i said before - still a lot of work with proper lights placement. Second screenshot just have no lights (almost) except dark skybox. I gonna balance lights after finishing all rooms. On this moment its even not illumination, its just some light shaders taken and placed from other maps.
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Veggie

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Re: Random Dev. Shots
« Reply #1985 on: January 23, 2010, 06:30:40 pm »
Hey guys,

I'm working on my first map and I was hoping for some feedback.  When I play with my friends we usually prefer smaller maps for nice 3v3 or 5v5 matches so the map I've made is sized that way.  Basically it's a prison with 4 rooms and 4 hallways.  The halls have prison cells in them where humans and small aliens (dretch, basi, mara) can hide.  There is also an open yard which has a watch tower and an electric fence which has "High Voltage" warning signs.  Anyways, here are some screenshots.

Human default base:


Alien default base:


Locker room:


Cafeteria:


Hallway:


Cell detail:


Open yard:


I used the TRAK4 set for the textures except for the rusty metal and chainlink fence which I got from the default maps.

UniqPhoeniX

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Re: Random Dev. Shots
« Reply #1986 on: January 23, 2010, 07:12:58 pm »
That looks quite good for the level of detail it has... However you should use smaller grid size for some details (thinner cell bars, twice as small/many steps for stairs) and generally add more details. You also have some light bleeding behind the balconies in bases, split the wall behind balcony to fix it.
32 units = 1 meter, 1 unit = 3.125 cm. Think about how big each detail would be in real life. The pipes in corridor ceiling look out of place, try adding some supports (and do they just end in the wall, not coming out from the other side?).
About the layout: seems like the 4 rooms and outside favour jetcampers, especially if base has been moved to the balcony which is not reachable without jet (and rants can't get there?). Both entrances to base being so close to each other doesn't help. I assume that if doors were open, it would be possible to see from the yard to any of the corridors? Which means sense/radar detect those places too, making a stealthy rush from an alternate path rather difficult as a human.

your face

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Re: Random Dev. Shots
« Reply #1987 on: January 23, 2010, 07:36:30 pm »
For your first map-- you're doin it rite. ;)

In the first through fourth screenshots there is a balcony that doesn't look very accessible.  I'm curious as to what you're doing with that.  The pipes in the hallway pic could use some more support to make it look not so floating-in-mid-air-ish. (As uniqpheonix stated.)  You could try making terrain for the outside ground, and the soda machines could use some curves to the front.

Keep up the good work.  :)
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amz181

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Re: Random Dev. Shots
« Reply #1988 on: January 23, 2010, 08:00:51 pm »
Now thats how to do a first map. Thats Traks texture set is it not?

But great job for a first map. Seeing as you first map is actually pretty good, i'd advise to improve on it instead of leaving it for the recycle bin.

The bases are probably the weakest. I know theyre symetrical but i'd advise atleast changing the alien one slighty, maybe have plasster craking of the walls revealing brick etc. The bases also need stuff in them. Prisons generally dont have empty rooms so i suggest you make them into something.

As an idea, i'd say for the human base, turn it into a power generator or something AKA pipespam. For the alienz i say a toilet (i come up with such great ideas).

PS

In the bases, are the two visible doors the only ones? Because that really wont work for gameplay. If this is the case i suggest you move on of the doors somewhere else. (perhaps expand the balcony and have a door lead up there.

PPS

The outdoors looks great (prbbly my fave part of your map) but it seems youve tried to add terrain and failed (sorry). Im not sure if it the terrain or the texturing but it doesnt look right, so i suggest redoing it, and doing it well. Have it all over the floor, not just in 2 places.

Veggie

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Re: Random Dev. Shots
« Reply #1989 on: January 23, 2010, 08:40:01 pm »
Cool, thanks for the quick feedback.  For the balcony I was thinking it would encourage RC/OM moving when a team gets to S2.  I was thinking that by preventing access to rants the human team would stand a better chance (in small games anyways).  Does that make sense or is it better to have all parts of a base accessible to all units?  I definitely want to discourage camping... should I include ladders to the balcony or just get rid of it since it's basically just a campground?

As amz noted (no worries, I laughed at your comment when I read it ) I made some fail-terrain outside.  I don't want the yard to look flat but the way I've made the terrain it just looks lumpy instead of rough.  I'll make smaller hills with a smaller grid size to make it look less lumpy.

mooseberry

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Re: Random Dev. Shots
« Reply #1990 on: January 23, 2010, 09:05:29 pm »
Looks good so far.

A few things:


I would scale down the textures on some of those walls, it's especially noticible in the first and second pictures, and it would look a lot nicer if you do this imo.

More details, as others have said, things that apply to prisons, but also random greeble, little brackets on the edges of stairs, small pipes, whatever.

The lighting could use some work too. There is some bleeding as someone else mentioned, and I would also advise toning down the ambient light a lot. Besides the fact that I'm personally disclined towards bright maps in tremulous, a prison should have a nice kind of spooky atmosphere, and being darker would help. (You don't need to have it be really dark, but try having the lighting coming from multiple weak sources, I think that would look nice.)

You also have a distinct lack of clipping which would really make it look better, and ties in with the greeble part. Try, for example clipping the outmost edges of those columns in the corner of the H and A bases, at a 45 degree angle, so instead of:

 |                        |
 |__ , you have:     \__    (kind of, my crappy ASCII isn't very helpful maybe, but I hope you understand.) That same 45 degree clipping on the edges of the stairs and arches in the hall would look very nice too imo.

Hope you find this helpful.
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UniqPhoeniX

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Re: Random Dev. Shots
« Reply #1991 on: January 23, 2010, 11:14:21 pm »
For terrain first make the ground 16units thick, then divide the ground into (good quality) 4x4meter (128gu) or (very good) 2x2meter (64gu) pieces, and then divide each block diagonally in half so you end up with lots of triangles. Then select all terrain pieces, press V, select vertices to edit (and the ones directly below them) and just move them up/down (click on top grid view, and use numpad +/-). All those triangles have to be detail! Make a caulk covered structural floor under them.

MitSugna

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Re: Random Dev. Shots
« Reply #1992 on: January 24, 2010, 10:25:29 am »
FINALLY A DIFFERENT TEXTURE SET!

CATAHA

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Re: Random Dev. Shots
« Reply #1993 on: January 24, 2010, 11:46:49 am »
FINALLY A DIFFERENT TEXTURE SET!
Its already was used for trem maps. Its was used so rarely just cauz it dsnt really fit tremulous theme. =)
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amz181

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Re: Random Dev. Shots
« Reply #1994 on: January 24, 2010, 11:49:46 am »
FINALLY A DIFFERENT TEXTURE SET!
Its already was used for trem maps. Its was used so rarely just cauz it dsnt really fit tremulous theme. =)

He means that its a texture set which isnt on any of the default maps.

CreatureofHell

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Re: Random Dev. Shots
« Reply #1995 on: January 24, 2010, 05:35:36 pm »
FINALLY A DIFFERENT TEXTURE SET!

TraK textures are win
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Re: Random Dev. Shots
« Reply #1996 on: January 25, 2010, 08:40:50 pm »
Getting other textures in your map = HASSLES, thus people are lazy and just re-use textures.
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mooseberry

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Re: Random Dev. Shots
« Reply #1997 on: January 26, 2010, 03:58:07 am »
Getting other textures in your map = HASSLES, thus people are lazy and just re-use textures.

Not really...
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Re: Random Dev. Shots
« Reply #1998 on: January 26, 2010, 05:01:40 am »
I'm a mapper, so I count as a person with an opinion, right? Don't answer that. No, shut up. Don't answer that. Stop your chuckling, STOP YOUR CHUCKLING. I COUNT AS A PERSON.
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I also realize that this is the internet, but even more so this is the forum for a video game on an internet, then even beyond that this is TREMULOUS forums the Satan version of all video game forums for a video game that is ON the internet.

mooseberry

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Re: Random Dev. Shots
« Reply #1999 on: January 26, 2010, 05:06:30 am »
I'm a mapper, so I count as a person with an opinion, right? Don't answer that. No, shut up. Don't answer that. Stop your chuckling, STOP YOUR CHUCKLING. I COUNT AS A PERSON.

Not really...
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

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CreatureofHell

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Re: Random Dev. Shots
« Reply #2000 on: January 26, 2010, 05:44:36 pm »
I'm a mapper, so I count as a person with an opinion, right? Don't answer that. No, shut up. Don't answer that. Stop your chuckling, STOP YOUR CHUCKLING. I COUNT AS A PERSON.

Not really...

True, I never thought of Winnie the Pooh as a person but more of an orange bear in a red T-shirt addicted to honey.
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MitSugna

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Re: Random Dev. Shots
« Reply #2001 on: January 26, 2010, 09:07:20 pm »

Draeke

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Re: Random Dev. Shots
« Reply #2002 on: January 28, 2010, 03:00:14 pm »
Messing around with TRaK5 textures.

Click image for larger version.

CATAHA

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Re: Random Dev. Shots
« Reply #2003 on: January 28, 2010, 03:09:42 pm »
Very nice job! But geometry seems a bit too complex. How many brushes on screenshot? Can you show wireframe? =)
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nubcake

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Re: Random Dev. Shots
« Reply #2004 on: January 28, 2010, 04:08:02 pm »
Exceptionally high brush complexity for such a simple grey result... no offence

CreatureofHell

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Re: Random Dev. Shots
« Reply #2005 on: January 28, 2010, 05:08:57 pm »
I can't believe you managed to make TRaK textures look bad  :(
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Thorn

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Re: Random Dev. Shots
« Reply #2006 on: January 28, 2010, 06:13:59 pm »
@ Other malinformed nerds: Shut up

Looks like you regenerated models from the texture heightmaps, looks pretty neat. You might want to run over a light specular shader in very subtle form and fix up the lighting. Looks great, keep it up :>

nubcake

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Re: Random Dev. Shots
« Reply #2007 on: January 28, 2010, 06:35:05 pm »
@ Other malinformed nerds: Shut up

Looks like you regenerated models from the texture heightmaps, looks pretty neat. You might want to run over a light specular shader in very subtle form and fix up the lighting. Looks great, keep it up :>

You can sit there and honestly say it looks good? If malinformed means having a different opinion than you, then im sorry, I guess everyones stupid except you

A Spork

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Re: Random Dev. Shots
« Reply #2008 on: January 28, 2010, 08:12:01 pm »
Some colour would be nice, grey is kinda boring.....

@nubcake: it's not that bad, just very grey.
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Odin

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Re: Random Dev. Shots
« Reply #2009 on: January 28, 2010, 09:55:42 pm »
@ Other malinformed nerds: Shut up

Looks like you regenerated models from the texture heightmaps, looks pretty neat. You might want to run over a light specular shader in very subtle form and fix up the lighting. Looks great, keep it up :>
Looks like he just did the height manually. If there was a way to generate geometry from a heightmap, I would like to know as soon as possible.