Author Topic: xMAPCOM Entry #1 (In Progress): Subway Showdown  (Read 3742 times)

musickid999

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xMAPCOM Entry #1 (In Progress): Subway Showdown
« on: August 22, 2009, 11:18:10 PM »
The submission deadline is almost here.
Robbie and I have almost finished our entries, but we couldn't wait to show the community, so here are two screenshots of our first entry, Subway Showdown. We will start a new thread for our second entry when the time is right.
« Last Edit: August 24, 2009, 12:59:59 AM by musickid999 »

abnormal

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Re: xMAPCOM Entry (In Progress): Subway Showdown and Passageway to Hell
« Reply #1 on: August 23, 2009, 02:32:28 AM »
The 2nd screenshot looks nice ;) <3.

musickid999

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Re: xMAPCOM Entry (In Progress): Subway Showdown and Passageway to Hell
« Reply #2 on: August 23, 2009, 02:39:24 AM »
Must be the lighting. :D

jitspoe

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Re: xMAPCOM Entry (In Progress): Subway Showdown and Passageway to Hell
« Reply #3 on: August 23, 2009, 02:42:06 AM »
Looks like either the lighting is super dark and you have your settings cranked way up, or the map has leaked and there's no reflective light.  It abruptly cuts from like full light to black.

musickid999

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Re: xMAPCOM Entry (In Progress): Subway Showdown and Passageway to Hell
« Reply #4 on: August 23, 2009, 02:44:10 AM »
There's no leak at all. The lighting is pretty dark. That entire platform area is only lit by those 6 lights you see and each one has a light value of 500. We know it's dark, but somehow, it creates a pretty good atmosphere for the map.

_burnt

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Re: xMAPCOM Entry (In Progress): Subway Showdown and Passageway to Hell
« Reply #5 on: August 23, 2009, 04:29:00 AM »
Geez, no .bsp :( :( As jitspoe said, those areas where the light cuts from bright to black look really bad (like in the 2nd sshot on the back wall) . If it would fade slowly, then there wouldn't be any problems i think. Otherwise looks nice, maybe change ceiling to concrete.

T3RR0R15T

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Re: xMAPCOM Entry (In Progress): Subway Showdown and Passageway to Hell
« Reply #6 on: August 23, 2009, 04:36:59 AM »
Looks good. Is there a moving train?

Fuzz Ball

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Re: xMAPCOM Entry (In Progress): Subway Showdown and Passageway to Hell
« Reply #7 on: August 23, 2009, 06:42:13 AM »
Nice map but why is the first screenshot so bright yet the second is dark? I know they're in the same room and that the first is a close up of the light, but still.

dak50

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Re: xMAPCOM Entry (In Progress): Subway Showdown and Passageway to Hell
« Reply #8 on: August 23, 2009, 07:21:54 AM »
Nice map but why is the first screenshot so bright yet the second is dark? I know they're in the same room and that the first is a close up of the light, but still.
They're actually in different rooms.

musickid999

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Re: xMAPCOM Entry (In Progress): Subway Showdown and Passageway to Hell
« Reply #9 on: August 23, 2009, 11:05:38 AM »
They are different rooms. Not to mention, the ceiling in the first room is much lower, so it reflects more light. We will be fixing the lights though, so no worries.

RiMiNi

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Re: xMAPCOM Entry (In Progress): Subway Showdown and Passageway to Hell
« Reply #10 on: August 23, 2009, 02:09:43 PM »
I think for a subway that maybe one of the CTP grey concrete's would serve well for your wall texture. IMO.

jitspoe

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Re: xMAPCOM Entry (In Progress): Subway Showdown and Passageway to Hell
« Reply #11 on: August 23, 2009, 05:35:00 PM »
Be sure to test the map with the default game settings, and not with all the brightness settings jacked up.

musickid999

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Re: xMAPCOM Entry (In Progress): Subway Showdown and Passageway to Hell
« Reply #12 on: August 23, 2009, 08:53:44 PM »
We chose that wall texture because of its color. It acts as a team indicator. The other team's walls are different.
As for the brightness, we tested it with default settings.

Rick

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Re: xMAPCOM Entry (In Progress): Subway Showdown and Passageway to Hell
« Reply #13 on: August 23, 2009, 11:59:12 PM »
I hate those seats :X

Fuzz Ball

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Re: xMAPCOM Entry #1 (In Progress): Subway Showdown
« Reply #14 on: August 24, 2009, 05:28:26 AM »
They're actually in different rooms.

Ok my mistake.

RiMiNi

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Re: xMAPCOM Entry #1 (In Progress): Subway Showdown
« Reply #15 on: August 24, 2009, 07:36:47 AM »
We chose that wall texture because of its color. It acts as a team indicator. The other team's walls are different.
As for the brightness, we tested it with default settings.

You can always use the flag texture or think of some clevor subway-esque items that could be used for base identification.

I hate those seats :X

Yeah not too often do I see (or have seen) marble? benches in a subway.

Most are just like this... (front view) and maybe with a back like yours.
 ________
|             |

Rick

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Re: xMAPCOM Entry #1 (In Progress): Subway Showdown
« Reply #16 on: August 25, 2009, 12:02:45 AM »
You can always use the flag texture or think of some clevor subway-esque items that could be used for base identification.

Maybe have a notice board with blue bits of paper for the blue base and red for the other :)

RiMiNi

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Re: xMAPCOM Entry #1 (In Progress): Subway Showdown
« Reply #17 on: August 25, 2009, 12:07:52 AM »
NOICE!
-Stips of coloured metal (obviously only where it's aesthetically correct)
-Custom travel/route signs (colour coated or just saying red/blue)

I could probably do better than 2 ideas but I'm too tired :P

UDead

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Re: xMAPCOM Entry #1 (In Progress): Subway Showdown
« Reply #18 on: August 25, 2009, 08:33:37 AM »
ss look good but i wish i had the time to test the map out, but with all the homework im getting in college idk if i will be able to reply on any of the threads here.

RiMiNi

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Re: xMAPCOM Entry #1 (In Progress): Subway Showdown
« Reply #19 on: August 25, 2009, 09:35:02 AM »
They didn't post the .bsp college boy.