Update on my Abstract map (counter-strike:source)
- Optics
- Posts: 328
- Joined: Sat Dec 26, 2009 12:41 pm
- Location: England, Southampton
Update on my Abstract map (counter-strike:source)
It's been a while since I posted an update of my abstract map I am working on , so here are a few more rooms I have been working on.
http://img14.imageshack.us/i/picture8ec.png/
http://img169.imageshack.us/i/picture7wm.png/
http://img25.imageshack.us/i/picture6fye.png/
http://img186.imageshack.us/i/picture5kp.png/
http://img515.imageshack.us/i/picture4t.png/
http://img87.imageshack.us/i/picture3zy.png/
http://img696.imageshack.us/i/picture2me.png/
http://img214.imageshack.us/i/picture1vo.png/
Im having problems with the last few images of one room , the floor has squares which are black...I think this is an error which you cannot get past so I will probably just make the whole floor black or something (except the orange rim obviously). (also this room is tilted to confuse the player when walking around it)
The room with the squares and the spheres and the triangles etc. some are rotating (just so you know) I did this so everything doesn't look so static.
If you have any suggestions please post them below , im all ears.
http://img14.imageshack.us/i/picture8ec.png/
http://img169.imageshack.us/i/picture7wm.png/
http://img25.imageshack.us/i/picture6fye.png/
http://img186.imageshack.us/i/picture5kp.png/
http://img515.imageshack.us/i/picture4t.png/
http://img87.imageshack.us/i/picture3zy.png/
http://img696.imageshack.us/i/picture2me.png/
http://img214.imageshack.us/i/picture1vo.png/
Im having problems with the last few images of one room , the floor has squares which are black...I think this is an error which you cannot get past so I will probably just make the whole floor black or something (except the orange rim obviously). (also this room is tilted to confuse the player when walking around it)
The room with the squares and the spheres and the triangles etc. some are rotating (just so you know) I did this so everything doesn't look so static.
If you have any suggestions please post them below , im all ears.
- bl4nk
- Posts: 15254
- Joined: Mon Jun 02, 2003 9:03 pm
Re: Update on my Abstract map (counter-strike:source)
That last room reminds me of de_dusk.
- AMMO
- Posts: 3217
- Joined: Fri Apr 06, 2007 11:35 pm
- Location: The Belafonte
Re: Update on my Abstract map (counter-strike:source)
They all look way too dark.
- Avvatar
- Veni. Legi. Docuit, inportuna.
- Posts: 10183
- Joined: Fri Feb 21, 2003 3:58 am
- Location: San Jose
Re: Update on my Abstract map (counter-strike:source)
First time you've ever looked at screenshots? Your desktop gamma is far lower than in game.AMMO wrote:They all look way too dark.
- KoD
- KoD [@at] joe . to
- Posts: 9055
- Joined: Fri Jul 30, 2004 4:48 pm
Re: Update on my Abstract map (counter-strike:source)
Looks a tad dark, but not a problem imo
I feel like most of that has been done before.. so I'm not a huge fan, but it could be fun.
I feel like most of that has been done before.. so I'm not a huge fan, but it could be fun.
- AMMO
- Posts: 3217
- Joined: Fri Apr 06, 2007 11:35 pm
- Location: The Belafonte
Re: Update on my Abstract map (counter-strike:source)
What KoD said and it just looks too dark.
- Optics
- Posts: 328
- Joined: Sat Dec 26, 2009 12:41 pm
- Location: England, Southampton
Re: Update on my Abstract map (counter-strike:source)
I try to not copy already made ideas , for example the tilted room.KoD wrote:Looks a tad dark, but not a problem imo
I feel like most of that has been done before.. so I'm not a huge fan, but it could be fun.
Most ideas have already been used so it's quite difficult to think of new ones.
thanks
- Franklin
- Posts: 305
- Joined: Thu Aug 13, 2009 3:13 pm
Re: Update on my Abstract map (counter-strike:source)
I know this is probably a bit too late, but I might know what's wrong.
Possibility 1: Are the texture errors flashing on and off black, depending on where you stand? If so, I think it might be caused by the texture itself. You might be using a Model only texture. (The ones that have the name "Model" in it's name.) Those tend to do that. Try to find the same exact texture in it's normal format.
Possibility 2: If you can actually see through the area of blackness and it's not actually a error of black texture, then it could be caused by not compiling at normal rates. Try to compile with everything set to normal.
Oh, and what you've shown so far looks really nice. I especially like the room with the chair that water is gushing through.
Can't wait to see what the finished version looks like.
Possibility 1: Are the texture errors flashing on and off black, depending on where you stand? If so, I think it might be caused by the texture itself. You might be using a Model only texture. (The ones that have the name "Model" in it's name.) Those tend to do that. Try to find the same exact texture in it's normal format.
Possibility 2: If you can actually see through the area of blackness and it's not actually a error of black texture, then it could be caused by not compiling at normal rates. Try to compile with everything set to normal.
Oh, and what you've shown so far looks really nice. I especially like the room with the chair that water is gushing through.
Can't wait to see what the finished version looks like.
- Optics
- Posts: 328
- Joined: Sat Dec 26, 2009 12:41 pm
- Location: England, Southampton
Re: Update on my Abstract map (counter-strike:source)
I'm not sure really I think I ditched this map like 2-3 months ago due to lack of interest. and that problem I came across. I believe the black parts are static not see-through just static all the time. I think it's due to all my clipping I did so that room probably will have to go.Franklin wrote:I know this is probably a bit too late, but I might know what's wrong.
Possibility 1: Are the texture errors flashing on and off black, depending on where you stand? If so, I think it might be caused by the texture itself. You might be using a Model only texture. (The ones that have the name "Model" in it's name.) Those tend to do that. Try to find the same exact texture in it's normal format.
Possibility 2: If you can actually see through the area of blackness and it's not actually a error of black texture, then it could be caused by not compiling at normal rates. Try to compile with everything set to normal.
Oh, and what you've shown so far looks really nice. I especially like the room with the chair that water is gushing through.
Can't wait to see what the finished version looks like.
Thanks man, well when i'm done with my exams in like a month I have about 4-5 months until college free so I will just go on a huge mapping spree you'l probably see more updates around about then.