Update on my Abstract map (counter-strike:source)

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Optics
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Update on my Abstract map (counter-strike:source)

Post by Optics » Sun Feb 28, 2010 12:45 pm

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.
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bl4nk
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Re: Update on my Abstract map (counter-strike:source)

Post by bl4nk » Sun Feb 28, 2010 2:52 pm

That last room reminds me of de_dusk.
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AMMO
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Re: Update on my Abstract map (counter-strike:source)

Post by AMMO » Sun Feb 28, 2010 3:29 pm

They all look way too dark.
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Re: Update on my Abstract map (counter-strike:source)

Post by Avvatar » Tue Mar 02, 2010 6:32 pm

AMMO wrote:They all look way too dark.
First time you've ever looked at screenshots? Your desktop gamma is far lower than in game.
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Re: Update on my Abstract map (counter-strike:source)

Post by KoD » Tue Mar 02, 2010 6:38 pm

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.
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Re: Update on my Abstract map (counter-strike:source)

Post by AMMO » Tue Mar 02, 2010 10:23 pm

What KoD said and it just looks too dark.
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Optics
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Re: Update on my Abstract map (counter-strike:source)

Post by Optics » Wed Mar 03, 2010 2:28 am

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.
I try to not copy already made ideas , for example the tilted room.
Most ideas have already been used so it's quite difficult to think of new ones.

thanks
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Franklin
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Re: Update on my Abstract map (counter-strike:source)

Post by Franklin » Sun May 16, 2010 10:56 am

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.
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Optics
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Re: Update on my Abstract map (counter-strike:source)

Post by Optics » Sun May 16, 2010 12:20 pm

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.
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.

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.
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