I dig it.
Is that door a custom model? It looks damn good.
Found the VMF of the old "Urbex" map I made a few pages ago, decided to retexture it and continue working on it. Credits to whats-his-face on Page 63 (the guy who experimented with color correction) for some creative inspiration involving hospitals and ceiling tiles.
Here's the starting hallway:
First room, from below:
From the floor:
Above (have to compliment myself on the special lighting techniques here):
Working on the rest. Give suggestions/opinions if you're not lazy.
And I know ya'll are lazy.
CS:GO movie theater map I've been working on:
The ceiling seems wrong.
What about it exactly? That it's raised up like that?
the cracked concrete texture doesnt really fit imo
It looks a bit washed-out in terms of contrast, there are highlights, but the only real shadow is the ceiling (and usually ceiling don't sink in that far and get that dark)
Really, I think it's just Vrad being stupid with the fact that linoleum floors reflect light a whole bunch, but it's not coming up to the roof properly because VRad doesn't count for the reflectivity of some textures when doing bouncelights. You'll probably want to artificially light up that roof with some low-brightness lights, and it'd look better.
And really, a cracked concrete on the ceiling doesn't make much sense in this case.
Thanks for the criticism, guys! This any better?
Also, maybe choose a different light model? several large industrial light fittings seem a bit odd in a cinema lobby
make a little black gradient overlay so the black isn't so harsh.
That's a lot better.
Far from finished, as you may notice the brush work is very blocky, and not all the textures are placed, but what do you think so far?
The whole thing reminds me of the old Sassilization Lobby map; all it needs is some chillout/lounge music and a bunch of fishtanks.
Interesting you got those ideas. The map is for an upcomming project ( I won't give any details ), and I think you're getting the right vibes from it. To answer your question, I got the textures from cgtextures.com
Damn this shit is hard, I'm just learning
major respect for you guys
My friend says it's a bit laggy. I'm doing some optimization now.
Other than that, everything looks great.
When're you planning for release?
On a similar note... What's the map about?
right now there's not much narrative, right now it's really style over substance, the gameplays going to be more or less puzzles, platforming and atmosphere,
and if I get some skilled people I might get a few custom npcs for combat.
Cascaded shadow maps!
Oh, you sneaky porter, you :3
Ontopic, it looks nice, but why do the railings cast solid shadows? You should try disabling shadows for the full and then placing smaller "blocklight" brushes inside of the actual rails. If you're not going for aesthetics (similar to the 5-minute novelty ZS map style that you're porting) then heeyy, everything looks coolbeans.