1. Post #3481
    Gold Member
    Zally13's Avatar
    July 2008
    4,976 Posts
    Turn off film grain.

    Turn those flourescent lights in the first and second pictures into normal lights (maybe even inset lighting)

    The area around the lightbulb to the far left in the fourth picture seems too dark even though the light is illuminated. Add a normal light (or increase the falloff) so that the ceiling is lit as well.
    I'll add those normal lights. Why should I remove the fluorescent lights, however? It's based off my actual house and they have them. They're not too uncommon of a sight. I also think they add a nice change of lighting. Thanks for the criticism, though!
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  2. Post #3482
    Wishes he could fit in with the mapping section..
    TurtleeyFP's Avatar
    June 2010
    2,811 Posts
    I'll add those normal lights. Why should I remove the fluorescent lights, however? It's based off my actual house and they have them. They're not too uncommon of a sight. I also think they add a nice change of lighting. Thanks for the criticism, though!
    I haven't seen fluorescent lights anywhere but in a garage. Then again, I don't have a wide range of house references. If it's modelled off of your OWN house, I'm not in a position to call it unrealistic.
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  3. Post #3483
    Gold Member
    Zally13's Avatar
    July 2008
    4,976 Posts
    I haven't seen fluorescent lights anywhere but in a garage. Then again, I don't have a wide range of house references. If it's modelled off of your OWN house, I'm not in a position to call it unrealistic.
    I don't know, perhaps I'll change it. I do appreciate the suggestions, of course.
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  4. Post #3484
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    3,447 Posts
    Made buildings more curvy, made a path rather than just a terrain, added an aurora

    Future plans.
    -Extreme normal maps on mountains to give them more depth
    -Fix aurora
    -add a building on top of mountain.
    -add a Core (keeps the island afloat)
    -metro station
    -more random buildings.
    -ETC.




    REMEBERED AA THIS TIME!
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  5. Post #3485
    Kaliber's Avatar
    August 2008
    1,143 Posts
    There,current state of my intro map for my p2 mod:
    i think i popped a boner in the beginning part
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  6. Post #3486
    Gold Member
    Firegod522's Avatar
    March 2008
    11,559 Posts
    Doesn't look that great, you need more contrast in your colors, right now the outside is all one color, and it looks bland, You could change the sunlight angles.
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  7. Post #3487
    nicoreda's Avatar
    March 2012
    103 Posts



    Testing two coulours...
    Green
    Orange (or Chocolate in game)
    Nothing

    Edit: 3 Orange, thanks you. :)
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  8. Post #3488
    speshul
    magravn's Avatar
    August 2006
    635 Posts
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  9. Post #3489
    Gold Member
    Miigga's Avatar
    October 2006
    1,697 Posts
    feels weird to post screenshots of new areas in this map because the visual style is so consistent but whatever

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  10. Post #3490
    Problems are hidden solutions (c)
    GoldPlatinum's Avatar
    November 2011
    1,815 Posts
    Keep your amount of props and decals on a resonable level, keep it tasteful.
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  11. Post #3491
    Wishes he could fit in with the mapping section..
    TurtleeyFP's Avatar
    June 2010
    2,811 Posts
    Keep your amount of props and decals on a resonable level, keep it tasteful.
    Yeah, it seems like there's an odd amount of trash on the floor. I'd scale down the debris.
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  12. Post #3492
    I survived Camp FP 2010
    metallics's Avatar
    September 2005
    4,952 Posts
    feels weird to post screenshots of new areas in this map because the visual style is so consistent but whatever

    The floor transition from tiles to waht looks like collapsed rubble confuses me.
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  13. Post #3493
    Problems are hidden solutions (c)
    GoldPlatinum's Avatar
    November 2011
    1,815 Posts
    Before was better.
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  14. Post #3494
    a wet towel's Avatar
    March 2008
    1,600 Posts
    Extreme non subtle references!
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  15. Post #3495
    DasMatze's Avatar
    December 2007
    1,798 Posts

    Bloom is that strong on purpose. Ignore the repeating wallpaper near the lightswitch, it's fixed.
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  16. Post #3496
    Problems are hidden solutions (c)
    GoldPlatinum's Avatar
    November 2011
    1,815 Posts

    Bloom is that strong on purpose.
    Very nice composition. Try to add some fruits & wine on that table, also some of those textures look low res.
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  17. Post #3497
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    3,447 Posts
    Doesn't look that great, you need more contrast in your colors, right now the outside is all one color, and it looks bland, You could change the sunlight angles.
    This is the default EP2 aurora. I tried to change it but it didn't work. It didn't show up in-game. Screw particles. :V
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  18. Post #3498
    DasMatze's Avatar
    December 2007
    1,798 Posts
    Try to add some fruits & wine on that table, also some of those textures look low res.
    It's a Sims 3 house I'm recreating (actually the most beautiful Sims 3 house I could find). Of course I can add stuff but for now I want to recreate the original.

    I feel ashamed because even though porting all those models and textures requires a lot of patience (and therefore dedication), I didn't actually do much myself and do not deserve any Winner or Mapping King ratings.

    Some textures are a bit low res, yes. But overall it's bearable. It's not The Witcher 2, it doesn't require any super sharp, high resolutioned textures. And as dumb as it sounds, sometimes I like less details more.
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  19. Post #3499
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    3,447 Posts
    Hmmm my other skybox hid how crappy the aurora is

    and I somehow managed to get and engine hunk overflow with only one light

    Crap


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  20. Post #3500
    Azzator's Avatar
    April 2011
    851 Posts
    you overdid it.
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  21. Post #3501
    The Silent Rater
    Timenova's Avatar
    November 2009
    3,266 Posts
    Changed colour correction from warm red/orange to a cold and desolate grey, and fiddled with the fog.
    I am working on this one room slower than an Annelid with asthma, but I think it's getting there at last.

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  22. Post #3502
    Zay333's Avatar
    October 2010
    746 Posts
    Hmmm my other skybox hid how crappy the aurora is

    and I somehow managed to get and engine hunk overflow with only one light

    Crap


    For the love of god, get some fog in there.
    Because now, it doesn't look very winter-y at all.
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  23. Post #3503
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    3,447 Posts
    For the love of god, get some fog in there.
    Because now, it doesn't look very winter-y at all.
    Right now I'm just sorting through issues right now, like getting the stuff working before delving in too deep then failing utterly.

    I still get the "engine hunk overflow" issue even though I didn't make drastic changes. and I deleted the changes and still get it... Screw source... makes no sense. compile log showed nothing.
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  24. Post #3504
    Gold Member
    GunskiMod's Avatar
    March 2008
    3,297 Posts


    Lol, ignore that the bench is facing the pillar! I forgot to move it xD

    Do you think I could have the water? It would be amazing in my map.
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  25. Post #3505
    Gold Member
    kaine123's Avatar
    February 2010
    9,442 Posts
    I've been working pretty hard on this small Half-Life 2:EP2 map I'm creating. I've given it a working title "Complex" seeing as it takes place mostly in an apartment complex. (Wink wink.) Anyway, here's some screens.

    I'll be posting some more screens when I refine the rest of the map some more. Though I'm still not finished. Also I have yet to add any color correction.
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  26. Post #3506
    Jaded
    Pyth's Avatar
    April 2010
    2,200 Posts
    I've been working pretty hard on this small Half-Life 2:EP2 map I'm creating. I've given it a working title "Complex" seeing as it takes place mostly in an apartment complex. (Wink wink.) Anyway, here's some screens.



    I'll be posting some more screens when I refine the rest of the map some more. Though I'm still not finished.
    The wires are completely black, and I'm unsure what happened to create all of those blood patterns at once.
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  27. Post #3507
    Gold Member
    kaine123's Avatar
    February 2010
    9,442 Posts
    I'm thinking it was a zombie attack, also thanks for the cc I've fixed the wires.
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  28. Post #3508
    Jaded
    Pyth's Avatar
    April 2010
    2,200 Posts
    I'm thinking it was a zombie attack, also thanks for the cc I've fixed the wires.
    At any rate, the blood patterns tell what happened to the guy. Too many people just put blood all over, and too many people overlook it ingame.
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  29. Post #3509
    Gold Member
    kaine123's Avatar
    February 2010
    9,442 Posts
    At any rate, the blood patterns tell what happened to the guy. Too many people just put blood all over, and too many people overlook it ingame.
    You're right, I'm going to have less blood. I'll try to get it into a more realistic pattern also.
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  30. Post #3510
    DasMatze's Avatar
    December 2007
    1,798 Posts
    More Sims 3 Stuff:

    Doesn't look so good this time. If only I could export the foliage from the game, but it's in a SpeedTree format and uses sprites for the leaves.

    I also tried a night setting for the first time:

    I'm not satisfied with this but I don't know what I should do to make it look better.
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  31. Post #3511
    I HAVE A TOASTER FETISH
    mopman999's Avatar
    July 2009
    3,967 Posts
    Extreme non subtle references!
    Way too dark, I can't tell what is going on.
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  32. Post #3512
    Gold Member
    Chrille's Avatar
    August 2005
    5,427 Posts
    Way too dark, I can't tell what is going on.
    I could easily tell.
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  33. Post #3513
    Gold Member
    Zally13's Avatar
    July 2008
    4,976 Posts
    Update. I added another house, will change a bit of stuff up, of course there'll be more houses in the future. As usual, be sure to leave criticism!

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  34. Post #3514
    Wishes he could fit in with the mapping section..
    TurtleeyFP's Avatar
    June 2010
    2,811 Posts
    Update. I added another house, will change a bit of stuff up, of course there'll be more houses in the future. As usual, be sure to leave criticism!

    -snip-
    I love your skybox, lighting and fog.

    Is it going to be sandbox or a campaign map?
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  35. Post #3515

    September 2010
    122 Posts
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  36. Post #3516
    Gold Member
    Miigga's Avatar
    October 2006
    1,697 Posts
    WIP and all that

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  37. Post #3517
    DasMatze's Avatar
    December 2007
    1,798 Posts
    @jeopardy2630: The ceramic roof needs some serious work. At least the face that's showing at the camera.

    I think I overdid it with the pattern scheme:


    The ceiling is still a placeholder.
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  38. Post #3518
    Sir Michael Cole
    simzboy's Avatar
    September 2008
    2,908 Posts
    That's beautiful. Did you make the models yourself?
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  39. Post #3519
    Ask about my EBOLA fetish
    GameDev's Avatar
    February 2010
    12,394 Posts
    That's beautiful. Did you make the models yourself?
    Sims 2 props iirc
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  40. Post #3520
    DasMatze's Avatar
    December 2007
    1,798 Posts
    I though someone called "simzboy" would recognize that the models and textures are from The Sims 3.
    Even the few lines of text in my other posts on this page could have told you that:
    It's a Sims 3 house I'm recreating (actually the most beautiful Sims 3 house I could find).
    More Sims 3 Stuff:
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