editor Dave wrote:Looks nice. But you must scale up some textures, otherwise it looks ugly when you see the same texture 100 times on the same surface. Besides there are missing details. Perhaps you can add some pipes or trims. With more details you can also solve the problem with the small textures
And the skybox must have more diversion, because the sky looks a bit too boring, so add clouds or anything like that.
Light sources are missing, too. So when you light the map you must add some sources where the light comes from.
I like especially the first picture
The texturing needs a lot of work I know! I'll probably end up changing quite a few by the time its finished. At this stage I'm not adding too many details so as to not get bogged down too much with one area. Of course you can see some areas have some detail while others are just cubes still. Don't worry about the sky box though, atm its very basic just to give an impression fo what the level looks like with a skybox. I'm planning something on along the lines of FNB's Orion's Curse map. The lighting and light sources will be a job I'll do later on once all of the level has been carved out and at least a bit more detail put in. The reason for that is rebuild times became horrendous on a previous map of mine of large scale with many lights. I'd like the lighting to be really focused and not 'messily' done as I encountered many problems including one rouge light that started slowing down the entire map and I think causing crashes.
I'm glad you like the first shot as thats the half of the map with some detail in it!
fashahhh wrote:Looking great uncle_bob may I suggest you use mesh maker for most of your decorations. The reason I say this is that you must be near the node limit with a map like this (as I have been many times) and converting the decorative brushes to meshes has been a saving grace for me.
Good suggestion, I think I have it but I'm not really sure how to go about using it and which bits to turn into meshes. Do you know what the node count limit actually is?
Thanks both for that bit of feedback!