- Joined
- Jun 30, 2009
- Messages
- 622
A few months ago, I started painting some custom textures for this map concept I had: metallic textures/models, sci-fi sorta atmosphere/lighting/skybox/etc, octagonal hallways/tunnels, etc...
I put it off to work on a few other things, but today I decided to recreate the textures from scratch with a new, cleaner base and started laying out the basic shape of the map. A friend of mine wanted a preview, so I put together these VERY early stage shots of one of the center rooms to show some of the textures and sprites that ive made for it so far.
This is just the room's basic shape and a simple, single light in the middle of the sprites. Eventually, I'll be adding several custom models and a lot of extra world details (like the ceiling indentations) once the map's basic layout is finished, in addition to fine-tuning the lighting, adding environmental effects, and everything else I have in mind. So, that being said, here's a few medium quality, progressive screenshots of the room as it develops, with and without basic HDR enabled (i dont use hdr personally so i didnt configure it before compiling the map, i just turned it on for a second to see what it would look like). The energy ball in the middle is fully animated as well.
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Without normal maps, standard lighting
http://img694.imageshack.us/img694/7933/75003550.jpg
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With normal maps, standard lighting
http://img7.imageshack.us/img7/4972/42724276.jpg
-
With normal maps, basic low-level HDR lighting
http://img690.imageshack.us/img690/9016/76844960.jpg
-
With normal maps, standard lighting, extra ceiling detail
http://img194.imageshack.us/img194/5554/67115184.jpg
-
With normal maps, basic low-level hdr lighting, extra ceiling detail
http://img694.imageshack.us/img694/6692/98236072.jpg
-
Initially I had planned this as a Counter Strike Source map, which these shots are from. If all goes well and it suits the game style, I'll modify the textures and develop a TF2 version of this map as well. I'll post updates down the line when the project is closer to complete.
-BK
I put it off to work on a few other things, but today I decided to recreate the textures from scratch with a new, cleaner base and started laying out the basic shape of the map. A friend of mine wanted a preview, so I put together these VERY early stage shots of one of the center rooms to show some of the textures and sprites that ive made for it so far.
This is just the room's basic shape and a simple, single light in the middle of the sprites. Eventually, I'll be adding several custom models and a lot of extra world details (like the ceiling indentations) once the map's basic layout is finished, in addition to fine-tuning the lighting, adding environmental effects, and everything else I have in mind. So, that being said, here's a few medium quality, progressive screenshots of the room as it develops, with and without basic HDR enabled (i dont use hdr personally so i didnt configure it before compiling the map, i just turned it on for a second to see what it would look like). The energy ball in the middle is fully animated as well.

-
Without normal maps, standard lighting
http://img694.imageshack.us/img694/7933/75003550.jpg
-
With normal maps, standard lighting
http://img7.imageshack.us/img7/4972/42724276.jpg
-
With normal maps, basic low-level HDR lighting
http://img690.imageshack.us/img690/9016/76844960.jpg
-
With normal maps, standard lighting, extra ceiling detail
http://img194.imageshack.us/img194/5554/67115184.jpg
-
With normal maps, basic low-level hdr lighting, extra ceiling detail
http://img694.imageshack.us/img694/6692/98236072.jpg
-
Initially I had planned this as a Counter Strike Source map, which these shots are from. If all goes well and it suits the game style, I'll modify the textures and develop a TF2 version of this map as well. I'll post updates down the line when the project is closer to complete.

-BK
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