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Level Design [Preview] Dubrava

Yes there are a few lighting issues still to be worked out. I have to look into the bloom part I know. There is mostly new architecture but I stole a building here and there. I just dont have the time to put into it that I would like.
As for the terrain I kept it big because it starts out as an APC assault where teamwork will be required to get men in the tracs because there is a short drive to the battle kinda OFP style. Also for performance I didnt want to add a smaller terrain scale not sure if that is what you meant.
This map also has my mortar system for the Russians, and I will be working on the arty smoke screen tonight for the German assault.
There are still many Statics to place so take that into account when you view the pics.
 
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a few things:
http://img101.imageshack.us/my.php?image=shot00000oy9.jpg
http://img101.imageshack.us/my.php?image=shot00003wi3.jpg

- The shadows from the trees on the house are too dark
- The terraintextures tile a little
- The brickwall (to the far left in the first pic) looks compleatly unlit
- Bloom is set too high
- The hole in the ground in pic 2 with the stair leading down just looks weird atm. Try getting it to fit more into the enviorment by "attatching" it to the wall and perhaps with perhaps a wooden ceiling.. By "Attatching" i mean making it look like they were built together rather than two seperate objects ...
I mean... What happens when it rains with no ceiling and you're in that hole? They get a pool? ;)
- The overall look of the map is a tad too bright and ambient to fit the skybox.

http://img482.imageshack.us/my.php?image=shot00005ok7.jpg
- its very generic and grey looking. Try breaking things up a bit in with different textures here and there, pillars and what not.
- Break up the floor a bit too
- Break up ceiling with beams or something
- Break up the walls with pillars
- Do something about the ugly stair... I mean, ATLEAST allign the textures :/
- the one green object in the back looks unlit and stands out alot
- For the round pillars, use smeshes rather than BSP


http://img88.imageshack.us/my.php?image=shot00004gh3.jpg
- Might wanna break up the floor here to and/or change its texture.
- Up lightmap res
- Move coronas so they're ON the lamps and not floating under em
- Make the glassceiling translucant
- From a prop perspective the scene is set but you might wanna make the architecture a bit more interesting by breaking up the walls and ceiling. Generally add in more detail.

http://img101.imageshack.us/my.php?image=shot00001ui5.jpg
- This goes to show how different oppinions I have compared to the rest of the gus in this thread :) They found it to be the best pic, i find it to be very very dull. You got a extremly long road and the only thing that breaks it up is that one single tree on the left side. The fields are very empty as well and you might wanna look at that from a gameplay perspective too. Adding in landmarks when you're crawling around in a field might be a good idea.
Add in more stuff on the road and on the fieldsto make it interesting and break it up! Upping terrain texture scale would help some towards that end too.
 
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About the coronas under the lights - you may have found that moving them too close to the actuall bulb caused the coronas to disappear entirely as the source was inside the light mesh. That's OK - just set collision for the mesh to not block zero-extent traces and the corona will shine thru (ithe lamp mesh will also not stop bullets - not a problem as most people aren't going to try shooting the lamps but they will all see them)
 
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