i am aware that it feels very empty
the bomb target will be a big museum-ish building that is suppsoed to look from the inside like that super famouse new york grand central station photograph with the ligh comin in from the windows ( anyone kno which one i am talking about). originaly the map was supposed to be completly in the style of "shadow of the colossus" but than i found beyond good and evil for 3 bucks in one of those software bargain bins in a mall and wasblown away how cute their world hillys is and decided to go for a similiar souther european style ( probably france ... ubisoft ... right ?!)
mad creditz to:
-hessi for the cool photo dvds
-xtender for hosting the pics on his webspace while mine is down
any suggestions are welcome paint overs are totaly being prefered
...also i totaly lied in the topic its not 100% custom( yet) iam using the militia hdr sky
:banjo:
Replies
I think three of the main things will be getting red clay roofs in there (I know you dont want to but still!), replacing most of the brick/stone walls with yellowy and butter stucco, and replacing the leaded glass windows with wooden shuttered ones.
I think that the building on the far right in the first paintover would make a good "style model" as you go forward and detail the others up.
i humbly submit that the interval in question has been quite lengthy. keep us posted with updated pics, warby!
next on my list power-cables, telgraph-poles, everythign on scotts paint overs and fixing the lighting fuck ups under the func_detail_roofs ...
infact its not WORKING, it should be actually blooming around surfaces not making surfaces washed out
Also, I'd consider moving most of the building tops the player can't access out of the playable world and in to the sky portal. Not only will this help keep the resources needed to render those tops to a low, it'll keep the map size down. To do this effectively you'd also have to create lower res versions of the textures you're using (rather than 512x512 for brushes that aren't seen any closer than 40 feet).
My next comment was going to be on gameplay, but that is hard to judge from these screenshots. Do you have a topographical view of this map I could see? Hand-draw or from the game? Choke points, sniper spots, hostage placement, etc. are all key elements to making maps play as good as they look. If you could post something along those lines that'd be great.
Keep it up!
Excellent work on the textures, I will agree with ComradeJ though I think that wood texture could use a little work.
Just wondering, will this be a hostage map or bombing map? I haven't played CSS in a while, but I would love to play on a serious and beautiful custom map like this.
Only recomendations: More ivy and plants (potted plants, window planters etc), the green really helps break up the tans and grays (very nice touch using the blue roof tiles for the same effect as well).
A suggestion: You could even do a blown-out version for DoD Source.