beta_illuminare_076

[MB]Brunt

2009-06-11 21:56:17

hey this is my newest project.ive been testing it with the mb and ff folks.i feel like im getting close but would like to get more input so i can finish tweeking power ups and weapons placement.

http://files.filefront.com/beta+illumin ... einfo.html

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haymaker

2009-06-12 06:13:54

coming along nicely Brunt. Always looks good when you can get away with uplighting. Missing the throwables but that's your style anyway.

Still think you could work that light_environment to your advantage a bit more

The Argumentalizer

2009-06-12 06:21:33

WOW, that looks like a map that is a blast to play, with good movement and jumps and an awesome look!~
No physics? :cry:

Tranthor

2009-06-12 06:37:00

The outside bits kind of remind me of UT. Not the textures, but the layout just seems like a UT map (which is good)

The Da Vinci Thing in the middle of the floor is kinda ridiculous IMO

You definitely need more weapons, and some physics, and health packs, but I'm assuming that is coming later

Lighting is very nice, textures are sexy

[MB]Brunt

2009-06-12 18:46:25

thiers 3 barrels 2 sawblades and a scull to thow around yall think a map this size needs more than that??yes i am very much into the ut style of map :D .when yall get a chance to run threw it id like more input on the weapons and powerup placement.haymaker ill get with ya on steam see if you can help with workin on the light_environment

boshed

2009-06-12 19:34:05

Its a very cool theme - you really seem to be developing a unique style for yourself.

Agree on the env_light, you could really have some fun with it in the outdoor parts.

Textures and stuff are great and I love the subtle little details and unusual models. The only thing that looks a little unfinished to me is your steps, something about the way they just cut off with a flat edge. Have you thought about adding some simple trims etc to them?

Keep going :D

Tranthor

2009-06-13 02:59:07

I don't think you can throw skulls

[MB]Brunt

2009-06-13 04:03:28

the skull im using can be thrown.and it dose killer damage 8)

The Argumentalizer

2009-06-13 06:11:07

I wondered about something for some of Valars maps: broken sculpture. Like Venus De Milo or David.
It would be cool to toss a bust of Aristotle at someones head.
And it would look more in tune with the map.

Paradox

2009-06-13 07:50:32

problem is you either have to find a model for that, know a modeller who can do that or model it yourself.

Cybershooter

2009-06-13 16:00:05

Look soooooo cool ! :D

[EYE] Valar

2009-06-14 00:30:32

i've ran around this ver a few and this is what i think at this stage:

- light environment can and should be touched

- should play around a lot more with shadows and light. work with lower lightmapscales where applicable (giza shout if you need sussin)

- map is not hinted / portaled at all - nono

- needs way more physics to play with. the map screams out for it.

- the layout is very simple. very pubby. i'm assuming this is where you're aiming for but still :

the design of walls, ceilings, floors, etc can and should be more elaborate. you have so much amazing spaces to work with it would be a damn shame if you didn't add more trims, levels, platforms, curves and so on so forth

- that bit of the outside area where you have ivys hanging from top which repeats itself over and over. you can work with that by using diff scales for each ivy making each ivy a diff size. also don't fear displacements. make a displacement out of tools/invisable and cover only the faces you want to have ivy on. this way you have even more freedom with it.

This map is absofukinglutely amazingly gorgeous. as boshed said - you sure are coming into your own thing and have a distinct style going here. i love it and i love you.

:D val

boshed

2009-06-14 03:11:33

Had a good run around, it's a nice and simple fast layout that I can't really fault.

Got some ideas that were running through my mind while i was wandering around, some pics with with cheesy red highlights :D (clicky for big) :

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You've used this texture quite a lot, it really stands out and loosk out of place to me because of the deep shadows on the texture not reflecting the actual lighting,


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I love this idea, but the symmetry of it takes away the impact. You could clip round the circular part on the bottom ledge and move the lights onto the ceiling so they are still aligned with the little circles on the texture.


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This corridor feels very cramped and narrow, you could widen it and open up the windows to give players somewhere to hop in and out of cover quickly when there's somebody on the ledge above them.


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I can see you didn't add the central pillar to these because it would be in the way of the steps, you could make some nice decorative arches or such at both ends to separate that part out from the rest a bit and add a bit of interest.


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These ledges feel very narrow and cramped when moving about on them, you could widen the areas outwards to give more room on them or even widen them inwards to give an overhang to provide cover to people on the bottom level.


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The top level outside feels very small and squat compared to the grandeur and size of the interiors and the lower level.

You could build up some interesting stuff outside of the playable area like cliffs, pillars, walls, trees and more foliage etc (gargoyles? :D). These would let you cast some sexy shadows onto the playing area when you revisit your light_env and you could really go to town on the brushwork as it wouldn't get in the way of players.

Looking forward to your next update :)