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FPS Map

 
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Andreas233223
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Joined: 29 Jul 2007
Posts: 359
Location: Germany

PostPosted: Sat Aug 18, 2007 10:02 pm    Post subject: FPS Map Reply with quote

I made a little map for a Sci-Fi FPS; not a real game-project, only fun and not already finished.
It has 7058 polys (take a look at the wireframe screenshot) and is made with Deled and Nemesis' Terrain Editor
http://www.delgine.com/forum/viewtopic.php?t=1682





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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Sat Aug 18, 2007 10:50 pm    Post subject: Reply with quote

Nice, but I have some improvement tips.

You should lower the count on your terrain hills. All the polygon count is going to waste in places that no one will ever really look at.

The railings on your upper deck are way too out of scale. You should make them thinner, this will actually help them look less blocky.

You seem to a blue light just floating in front of the stairs. It's a nice color, but it has no source, and is in a bad position to cast nice shadows. If you want to fake a good moonlight, move this pointlight a distance out of your map. Place it where you want the moonlight to be coming from, then go in it's properties, put 9999999 in the distance, and set all the attenuation values to 0.0. This will give you a solid moonlight that will cast the proper shadows over your scene.
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jwatte
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Joined: 26 Apr 2006
Posts: 513

PostPosted: Sat Aug 18, 2007 11:28 pm    Post subject: Reply with quote

Directional lights are better for moonlight or sunlight, btw.

What are those bright polygons on the right of the stairs, on the ground?

Also, it'd look better with higher detail textures. That floor grate in the first shot looks terrible IMO :-)

Last, it's often useful to build the same amount of detail into all parts of the map. Right now, the entrance/stair area have the most visible detail (where detail isn't just polygons, but also contrast and sharp edges), and other areas have much less. In that way, it looks like an early sketch, more than a finished map. I think you can make it look great with some more work!
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Sat Aug 18, 2007 11:40 pm    Post subject: Reply with quote

jwatte wrote:
Directional lights are better for moonlight or sunlight, btw.
He's using Deled LITE

The bright stuff looks like just a patch of snow ontop where the floating blue light is.
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Andreas233223
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Joined: 29 Jul 2007
Posts: 359
Location: Germany

PostPosted: Sun Aug 19, 2007 11:46 am    Post subject: Reply with quote

ok, thanks for he tips
@jwatte: the map isn't finished already
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jwatte
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Joined: 26 Apr 2006
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PostPosted: Sun Aug 19, 2007 4:26 pm    Post subject: Reply with quote

Quote:
He's using Deled LITE


Directional lights are still better. So there's a reason to upgrade :-)
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Jeroen
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Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Sun Aug 19, 2007 6:49 pm    Post subject: Reply with quote

Agreeing with jwatte here, of course. Wink

Those shots looks great! I like the gloomy atmosphere.
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Andreas233223
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Joined: 29 Jul 2007
Posts: 359
Location: Germany

PostPosted: Sun Aug 19, 2007 9:26 pm    Post subject: Reply with quote

i made smaller raillings and textures and i have another skybox, but I will take another soon


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trucker2000
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Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Mon Aug 20, 2007 12:40 am    Post subject: Reply with quote

That's looking really good. Keep going. Smile
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Andreas233223
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Joined: 29 Jul 2007
Posts: 359
Location: Germany

PostPosted: Thu Aug 23, 2007 9:52 am    Post subject: Reply with quote

Ok, I was a bit busy the last few days.
I made a new landscape with the magnet tool (polys went down from ~8000 to ~2000), and I put fog into the map.
Also I made the first room -the cellar- of the building.




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Nocturn
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Joined: 08 Aug 2004
Posts: 635

PostPosted: Thu Aug 23, 2007 11:38 am    Post subject: Reply with quote

Nice to see the natural Lightsources. The Fog doesn't fit with the Skybox but's okay. However, try to use a better Floor-Texture, the actual one tiles to much.
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Thu Aug 23, 2007 11:52 am    Post subject: Reply with quote

HAving bright fog in the night just looks wrong. A good rule of thumb is to make the fog the same colour as the sky box, so things can fade into the distance (like real fog).

When it gets rainy here, the sky turns grey and I can see the buildings disapear into the grey fog, they don't turn light blue!
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