warehouse

GordonfreeMAN

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cs:s map iam working.
its really my first cs:s map so...yea
please tell me what you think...ow yea its not finished.
its only one room...so far i will be makeing more conecting rooms.
 

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Tip: don't over use decals. All new guys usally spam there maps with decals.
 
I agree with Freelancer, thats what i did when i first started making Counetr-Strike Sorce maps
 
for a first map it does look like what you titled it.. a warehouse. A room with lots of boxes :)
 
heres the updated version.
i lighten the whole room up a bit.
what do you guys think.
 

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Looks the exact same but with brighter white light.
 
Uh, more screenies of the different areas would be nice.
 
What even the good mappers do wrong: Put the light too close to the light holder/model (put it in the middle between the floor and roof!) and thay often dont drag down the color to middle gray (dont change the light intensity.. the color!) This will prevent ugly strong light stuff around the top and will look mutch better.. Thugh its still strange even the great mappers do this.
 
The great mappers hehe!

Texture lighting produces a far more natural effect than entity lighting. Use an occasional light_spot for dramatic effect and your done.

A lot of "pros" whether it be architecture or just plain design do fail when it comes to lighting.
 
I couldn't agree more.

I wish pro mappers would play with lighting more.

There really are many things you can do with proper color saturation/shadow use.

Especially when you have shell light levels to play with. You can define specific regions and raise the pure dark/light areas perspective.
 
Light should go between light source and ground, perhaps, but light_spot should be as close to the light source as possible lest it not look like the light source is actually emitting light. Light_spot + light = pwn. ;)

Texture lighting isn't an easy thing to use in an engine where most of our light sources are models. Also, to my knowledge, no one's written a RAD hack allowing texture lights to be dynamic.
 
You might want to replace your light with a light_spot. I know technically the type of light model you're using would probably cast light onto the ceiling, but I think huge bright spots on ceilings don't look too great.

Maybe try out a regular light_spot with an Inner angle of 75, and an Outer angle of 89. Brightness 350 or so should be fine.
 
Thats what I was going to suggest.
light_spot to make the realism and a soft light to keep the hard shadows on the ceiling away.
 
thanks for the tips guys... :)
heres a new version done yesterday.
and i have not yet fixed the lighting i will do it soon.
 

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Light may travel in many directions, but lest we forget that light bounces are calculated.

Anywhoo I'm still in the habit of texture lighting, I just like to keep that retro feeling rather than cramming my map full of models.
 
Does the light come from a single point of the texture or does it use the whole texture?
For example, if I have a long brush and used a texture that emits light would it make light from the whole length or just, say, the center of the texture?
 
I got to admit something: I've never used Textured lights.. how do i use them ?
 
good map, ive just started myself mapping, hope to see more work from you :D
 
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