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thelawenforcer

dramallama
(4267 posts)

Look at the colors in the tron pic, then look at the 'wsw colors' - orange and a light purple..

Ultrak1ll

☢UNdead☢
(359 posts)

Ok guyz, THAT map is not cyberpunk. I never made it to be cyberpunk lol.

I have a top secret project that WILL be cyberpunk if I ever manage to finish it.

Mef!sto

Member
(530 posts)

I have a top secret project that WILL be cyberpunk if I ever manage to finish it.


pic or it didnt happen

Z (Rus)

Member
(87 posts)

VectorVanDoom wrote:
you can hardly define a style with one sketch.

yap)
new maps from wsw remind me TF2.
style specify itself mapper, not game, game sets only some elements of the map but not all interior of map

Ultrak1ll

☢UNdead☢
(359 posts)

Z (Rus) wrote:
VectorVanDoom wrote:
you can hardly define a style with one sketch.

yap)
new maps from wsw remind me TF2.
style specify itself mapper, not game, game sets only some elements of the map but not all interior of map


I 100% agree with you.

Here is a extension pack form my survival map:
This is where my map ended previously.



















DOWNLOAD: surv_slidehell_v3

I had a look on AMrKs new map today, lol that deserves the name hell truly.

VectorVanDoom
(updated Today 13:37)
(1995 posts)

this is not really work in progress anymore, its work in its final state.
looks a bit rough on the brushwork, but nice textures and lighting. well the lighting is a bit rough, too, with the visible falloff. i reckon looks wasnt the main premises here, so, yay for original content :)
(updated 2012-06-11 03:55:40)

Ultrak1ll

☢UNdead☢
(359 posts)

I did no bounces for light :D
... and the map is too short and easy.

also you can see that i havent textured patches properly
(updated 2012-06-11 09:27:50)

homart

Player
(685 posts)

plz create your own lava texture :D
Well i tested it in dm but nothing to do with surv mod :D, yeah add more details and plz not rectangular /D

Ultrak1ll

☢UNdead☢
(359 posts)

homart wrote:
plz create your own lava texture :D


sarcasm, its not my fault that I'm the original author of the most hated texture in wsw history

homart wrote:

Well i tested it in dm but nothing to do with surv mod :D, yeah add more details and plz not rectangular /D


I have been thinking of making the light more interesting, but pls understand i cant add some super details to it because its like race map, you run through it, the colors matter the most.

Mr. Boom literally flew through it without stopping once skipping most of the strafepads.

If I make a super hard map where u sit in one spot for an hour then I make it detailed.
(updated 2012-06-11 11:16:57)

homart

Player
(685 posts)

well i consider adding more interesting shape, i mean look at your map, it's like every stuff is putted in a box, it feels like it's a test area, not a city (or whatever), maybe you should add some context, an history, people should know what's the do there and why they have to survive. Maybe you should add some kind of differente and interresting stuff (i'm talking about gameplay here) like toxic smoke follow players and killing them if their are too slow, or ground break under player feets.

SkulP

¯\_(ツ)_/¯
(417 posts)

TOXIC GHOST SMOKE ZOMG

Ultrak1ll

☢UNdead☢
(359 posts)

homart wrote:
well i consider adding more interesting shape, i mean look at your map, it's like every stuff is putted in a box, it feels like it's a test area, not a city (or whatever), maybe you should add some context, an history, people should know what's the do there and why they have to survive. Maybe you should add some kind of differente and interresting stuff (i'm talking about gameplay here) like toxic smoke follow players and killing them if their are too slow, or ground break under player feets.


ok :D most people hate the breaking ground under they feet and this should not be used too often. There is a place where the floor brakes btw. But I have to admit, there are too few traps.

Secondly survival isn't much about a background story, like race maps.
(updated 2012-06-11 12:38:40)

m0t0

Member
(861 posts)

yeah homart is right about that.even if you do squary rooms, you could clip one or 2 corners so that it doesnt look that boring etc.use your imagination.

Ultrak1ll

☢UNdead☢
(359 posts)

Steve Jobs wrote:

"Rectangles with rounded corners are everywhere!"


LoL ok I realize that my map is a series of boxes, sometimes when you make maps you cant any more see what’s wrong with it, u get blinded. A solution to this is to make a map and put it away for a week then come back to it and see how horrible it looks.

A famous designer said once that he puts his work away for several months, then has a look again, shit cant remember his name.

PS. Im not going for round corners XD ignore that random quote
(updated 2012-06-11 14:46:51)

SolidFake

Member
(4389 posts)

Ultrak1ll wrote:

A famous designer said once that he puts his work away for several months

haha, sounds like me

Ultrak1ll wrote:

then has a look again

ok, not so

SolidFake

Member
(4389 posts)

I'm in a bit of a dilemma at the moment.
I am currently completely relighting my whole map, speak placing and adjusting all lights.
The problem was that I build my map and the lighting after shaderlights, and my main lightsource are no point lights, but rather "lighttrims".
I don't know now wether I should place the lights without consideration to the all present lighttrim texture, speak just like I would light a map with no lamps; or if I should place the light in consideration of the texture, and therefore also in consideration on how the texture is build up.
Pictures

Here I placed lights of small intensity near to the texture, every second repeating of the lighttrim texture one light. The problem, it looks akward because only every second lamp seems to be lit, and also the lighting itself gets akward, because I have to use such small light intensities because they are so near to the actual wall. Also I still need to light parts that the small intensity lights don't reach, which would result in a immense lights count for just one area, not even counting the work which comes with it.

And here I placed in the middle of the hallway at the height of the texture a single, strong intensity light, and placed another one 512 units further away. The problem, it still looks a bit akward, you can still see on the intensity on the walls where the lights where placed. The positive thing is for sure that I don't have to place so many lights and can also place them without considering the lighttrims that much, I can even adjust them a bit in intensity and it won't be that intense of a sudden change. And for sure the lighting itself is a lot better this way, because the area around gets equally lit and creates a better illusion of the actual lighttrim texture smoothly lighting its surrounding.(with bounce 3 it looks even smoother, but you can still see where the lights where placed)

I build the map with using a the lighttrims as a lightsource with shaders, it still looked a bit akward because what it basically does is not giving you a smooth lighting all along the texture, but rather just placing lights every 2^x units; so it's basically the same as I would myself place near lights with small intensities. But I don't want to use the lighttrims again, because with the new lighting system of Warsow it fucked up the whole lighting; and because it also improved the standard light entities which leave much more finetuning than shader lighting I want to turn my back to shader lighting for once and for all. The work to adjust the shaders to reach the old state of lighting the map had would probably be even more than simply creating the lighting with light entities anyway. Floodlighting is also not possible, because I have to adjust the lighting heavily from area to area, partially also changing the color or the lights.

So what's better? Tiny, small intensity lights, but thousands of them which makes the lighting look realistical but all in all akward; or large intensity lights, but well placed one which basically shits on the "lightsource" aka the lighttrims but makes the map look much smoother and needs much less light entities?
(updated 2012-06-12 00:37:54)

m0t0

Member
(861 posts)

number 3 looks best but i would also add some spot lights to have bigger contrast.
best way would be redo whole lighting and let that original idea go.

SolidFake

Member
(4389 posts)

m0t0 wrote:

best way would be redo whole lighting and let that original idea go.


you mean completely removing all the lighttrims and remaking the lighting with simple spot lightsources?
Hmm, it would be an option as well, but it would be one hell of work and I think it would remove some of the charm of the style the map does have...
Maybe if I keep the lighttrims but add additional point-lightsources specifically for the lights...
I have to think about it, but thanks for the input.

Feedback from everyone still welcome for sure :)

jal

master of the universe
(10600 posts)

There's a command you can use on the light trim shader. It was _lightsubdivide I think. I think the trims in wdm4 use it, check there.

m0t0

Member
(861 posts)

No I mean if you're aiming for best quality,then you should probably rebuilt the whole lighting if its fully fucked up.I can't say which is the best option since i dont know how much time you got and so on.but since you have probably mapped this for 4 years or so I could think that time is not an issue here.

oh and hard to say about lighting by looking picture from one spot.
(updated 2012-06-12 11:22:02)


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