[WIP] Black Sun Syndicate's map -1 reply

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DrAshgod

You know me as TheExile

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8th April 2008

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#1 9 years ago

Well, decided to open a team in 1.00 to lighten the dieing spirits up there a bit :) So, what self-respecting team lacks a cool map? None of course xD So I started my map, and even though this isn't my first, this is the first that I'll release, and I'm not an artist, even more I'm still kinda new to mapping xD... So I'm really opened for suggestions and help. Here are some screenies :)

Spoiler: Show

00e97b0108df24b74fa61d066a84d5c9f3d8622e.jpg3148655816940e318d333e5134317b3c9980668f.jpge500ba3a2b51dbc1b12da7c41a37f037752530d5.jpg^That was the cantina/bar of the map :) a452509c041764c3c75e1ed36ccbe5b9635d70fb.jpg901e3f0b635cf1460da9b972e1ba435b3539dcc4.jpg ^That was the courtyard/garden, the linking area of the portions of the map a91f2e9ef8d90c7ee9ce32ab6e41ba9d94855626.jpg ^That was the Hutt's room

So I have a some ideas for the map... Want it like to have the cantina, the garden ( there is a secret thingie that leads to the catacombs), the catacombs xD, the Hutts room ( with the trap to the rancor pit), the rancor pit xD, the black sun syndicate's members' quarters, with bedrooms, bathrooms, an armory, some training rooms, some duel rooms, some TFFA rooms, and I wanna do something like a ground space dock, where like you go into your ship and go through a star gate like portal that teleports you into an asteroid field xD I'm currently working on the hallway that leads to the members' quarters... Expect pics soon :)

~eX~




Jonny2199

Click >HERE< to find an idiot.

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18th September 2005

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#2 9 years ago

From the outside, you can't see the detail on the building - it looks like a big shadow. The lighting looks a little strange on the outside (the placement of fires seem random) but I can't fault the interiors. A Jawa playing some crazy alternative xylophone is always a winner... is that what he's doing?




DrAshgod

You know me as TheExile

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8th April 2008

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#3 9 years ago

Yep xD and I didn't want the outside of the building to be observable... As for the fires, yep, they're random xD Should I put them in another manner?




Guest

I didn't make it!

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#4 9 years ago

All of the interiors look excellent, and the outdoor areas look pretty good too. I don't know how much work you want to go through, but adding a bit of texture variation too the exterior ground via alpha blending would be pretty sick. Keep up the good work, the map looks promising.

Edit: Johnny is right, the fires do look very random. You may want to try putting torches along the fence, and lights on the building, then use the skybox as well as an ambient light to allow you to see where the other lights can't reach. The exterior architecture of the second building also looks a bit bland and boxy. You may want to add a bit more geometry and see how it looks.




DrAshgod

You know me as TheExile

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8th April 2008

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#5 9 years ago

Thanks :)




Pande

Sexeh like teh gizmo

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9th April 2008

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#6 9 years ago

3148655816940e318d333e5134317b3c9980668f.jpg Your light shafts are going through the ceiling of the bar in this picture:




DrAshgod

You know me as TheExile

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8th April 2008

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#7 9 years ago

Oo How did I missed that? ._.




Guest

I didn't make it!

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#8 9 years ago

The first thing I saw is the grass texture. A custom texture that noone has used would be a huge step-up. Otherwise looking nice.




Guest

I didn't make it!

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#9 9 years ago

Yeah, DIY textures generally look more professional. And you might want to give those fires a 'firey' glow, at the moment they're rather white :p

Looking good though!




Pande

Sexeh like teh gizmo

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9th April 2008

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#10 9 years ago

Spineless, whats your address I'm passing through Bristol in 4 days. o.0

ANYWAY, I also suggest you make a new shader for the light shafts too and tone them down, they are much too bright. (the use black and white/color gradients, so just use blendfunc GL_ONE GL_ONE + and rgbGen const with lower than 1 values)