[ONS] Sewers

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Mon May 11, 2009 8:18 pm

Tue May 12, 2009 3:09 pm

  • Wow, just looking at the screenshots makes me excited: it reminds me ALOT of unreal one (which is good, that's where I started mapping). I guess it's the trak5 texture set. Wow ima play this map.
    tundramagi
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Wed May 13, 2009 12:07 pm

  • I haven't played it yet so i'm just giving some first visual impressions from the screenshots.
    Your lighting seems very flat. Especially in the 2nd screenshot where no lightsources at all are visible, still the room is lit quite bright. Try to work with some spotlights and set some accents to important parts in your rooms. A bright lightsource over the generator in the 2nd pic for example would give nice shadows on the walls from the pillars. This would greatly improve the visuals and will give a deeper impression of the environment. The architecture seems also very simplistic. Add more details like trims and/or cut the walls with some additional vertical objects to break the repetition and try to use better fitting textures for your theme. Having brick-pillars in a room with totally concrete walls doesn't work out too well imo.

    My 2 cents on the visuals ;)
    Layout looks good, but as i said, i haven't played it yet.
    bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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    Strahlemann
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Wed May 13, 2009 3:28 pm

  • This map is up on clan iO ons server.
    quit for good
    alpha
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Wed May 13, 2009 3:52 pm

  • alpha wrote:This map is up on clan iO ons server.


    Why do you like killing people?
    You should stop the murdering.
    Comon, alpha, cmon.
    Be a friend.
    tundramagi
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Wed May 13, 2009 3:52 pm

  • I enjoyed the map, needs some more texture work for the internal of the sewer pipes (maybe use a banded texture? )
    tundramagi
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Thu May 14, 2009 2:25 pm

  • Thanks for your suggestions! It indeed needs better lighting and texturing. Even though I used very small amounts floodlight, it seems to get that bright when compiling with 8 bounces.
    I'll see what I can do when I'm less busy, in about two weeks or so :)
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    FruitieX
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Thu May 14, 2009 3:56 pm

  • FruitieX wrote:Thanks for your suggestions! It indeed needs better lighting and texturing. Even though I used very small amounts floodlight, it seems to get that bright when compiling with 8 bounces.
    I'll see what I can do when I'm less busy, in about two weeks or so :)


    That's true about lighting. You should test all settings... On mine it looks blinding and bad :(
    quit for good
    alpha
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Fri May 15, 2009 11:21 pm

  • It looks good. Lighting it's dull. But at least it's not dark, which bugs me a lot since I get a tiny bit of glare from the window at day.
    I had 3/4 games in the iO server but didn't play in this map. ONS is a nice game mode, but it needs a player boost; everyone is in (T)DM/CTF/minsta. This afternoon there were on average 6 players. Not bad, but not CTF numbers.
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