I'm still not fond of the red color for the green mountain dew theme, but I guess this surrealism thing is your style.
Posted 09 September 2014 - 04:23
If I'm gonna do it, I gotta Dew it.
(For the record, Mountain Dew is pretty much piss-yellow)
EDIT: I wanted to go with a black rock texture with the red organic texture as a good contrast. The previous texture I was using has greenish hues, so I decided to take some pictures of a better rock texture that has no color other than various blacks. What you may interpret as green for any rock face that is lit up by the yellow lighting is just that, the yellow lighting (for these screenshots).
The first two are under natural lighting, while the rest are additionally lit with the flashlight. I think this texture looks nicer, but would like feedback on my opinion as well as this new texture.
NOTE: The yellow light is meant to give a sort of sickly vibe. I feel it to be the odd one out from the blue indoor lighting and the red outdoor lighting.
Posted 09 September 2014 - 05:31
Much better. Now there is more contrast between the rock and the dew, and it actually looks like rock instead of barfed up fruit loops.
Still dont understand why you've got red light from the atmosphere though. A suggestion that might be interesting to explore would be to make the outside completely dark, and have the dew river glow in the dark.
Puddles of dew around the field can light everything up if nececsary.
LDT is LDT.
Posted 09 September 2014 - 12:15
Well because this is a deathmatch map first I want things to be visible. I do plan to darken the outside area for the TTT release.
Posted 23 September 2014 - 18:34
One of the outer buildings I am making. It is floating like that because it is easier to work with. I plan to rotate it around a bit and sink it into the terrain to look like snow buildup and it had sunk into a new hole.
There will be a door along the other wall in this one that leads into the break room.
There still needs to be additional details added (and lighting inside, of course, as well as outside on the building). Oh, and make the orange doors open instead of shut like that. They are solid brushes. Also I need to add the windows.
I am content enough to show off what I have with it so far.
Posted 24 September 2014 - 16:54
Another update, now with windows.
Oh, and about 14 screenshots. Mainly demonstrating forethought and how I wanted this building to be vulnerable in the case a server uses bullet penetration systems.
Since it is mostly wood (with the outside walls being thick and the inside walls being thinner) you can pretty much ventilate this building if you have a machine gun. Lower calibers will hit through the main wall outside and possibly go through the thinner walls inside.
You can also shoot through two thin walls, so if you are rounding the hallway you can fire blind to catch either a guy in the room sitting in the corner or someone coming around the corner in the hall.
Higher calibers, like snipers, will punch right through the entire building if it hits only the walls and no props in between.
TL;DR: You aren't very safe from gunfire in here, but visually you are nicely concealed.
I still need to add minor details like electrical wires and outlets along the bottom of the walls, maybe some shelving and hooks/racks in the hallway. Maybe even some pictures to have that effect of them popping off the walls as bullets are shot through the wall.
Showing off the bullet penetration.
Posted 25 September 2014 - 17:23
I swear I'm done posting pictures of the inside of this building, because I am content with the inside of this building now.
I like doing small details like this. Oh, and the walls aren't simply flat, they have those bits of wood that run along the bottom now.
Posted 30 September 2014 - 16:18
Minor update: There is now a helipad.
I plan to place some crates and maybe a crashed/blown up helicopter in this area.
Posted 22 October 2014 - 16:02
This map looks so neat, can't wait to try it out
Keep up the good work man
Posted 03 November 2014 - 02:20
I am almost done with the last exterior building as well as going to start on the 3D skybox.
That red doorway is only temporary (the state it is in, anyways).
My original intention is you can only view a hallway through that doorway, but because skybox textures are silly I had to use an area_portalwindow so it only renders the hallway when you are close enough to the doorway.
Here is what happens without this workaround:
I'm going to make a snowbank or something at that area so I can better-hide the hallway and allow more visibility of it from a greater distance.
Posted 03 November 2014 - 17:01
Is the wall between the map and the corridor 1 wall or is it 1 skybox wall and 1 hallway wall with void in between?
LDT is LDT.
Posted 08 November 2014 - 02:02
I tried to use both ideas you mentioned to no avail. As soon as you see into the corridor it would render more than I wanted.
I opted instead to get rid of the corridor and shut the doors and give a more visually-pleasing look to the "entrance."
Posted 08 November 2014 - 02:10
Why not just have an actual wall there instead of a door with a magic room in it?
LDT is LDT.
Posted 08 November 2014 - 20:29
I've got another update! At this point all that is left is the 3D skybox and some tweaking here and there, but enough is there that is can be tested.
I decided to close the doors and do this:
The TTT version I would more than likely make the cracks even larger so I can use them to hide the main hallway behind it. For now it is just that for the deathmatch version.
- Pandaboy likes this
Posted 14 November 2014 - 21:55
Have another update, I am making the 3D skybox now.
My idea is to have it as if the area you are specifically on is one of other fractured chunks "floating" about. I have yet to add the larger debris/masses in the skybox.
And these are the displacements in the 3D skybox itself:
If you are wondering about the black cracked area with that organic/rock mass, it is my workaround for the stream. The original texture wasn't playing nice so I opted for one that doesn't use expensive refraction/reflection effects (and oddly enough it looks like the normal Mtn Dew is being coverted to Code Red, which is something I'll settle for).
This is what was happening with the normal texture in the skybox:
Posted 22 November 2014 - 09:44
If anyone would like to mess around with the map right now, feel free to.
It would be nice to get some feedback and see if you can get yourself stuck somehow or another. Keep in mind that this is meant for deathmatch and TTT, so physgunning yourself to be stuck doesn't count or such.
Posted 29 December 2014 - 00:38
Another update, it's been quite a while.
At this point I'm confident that I'm close to being finished. All that is left now is to make some of the rocks in the 3D skybox to float and rotate around as well as add sound_generics all across the map to simulate machines running, the truck engine running, fire sounds, gusts of wind, etc.
Posted 02 January 2015 - 11:22
Map is completed and up on Workshop! I'll update it every so often as I get suggestions, but for now it is finished to the point to be released. It is for deathmatch/gungame purposes and it is also AI noded for ground enemies.
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