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So, what are you working on right now?


Springheel

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Good architecture, but the colour scheme is a bit intense. And I was say there is a tad too much marble, IMHO the stairs, and arches should be wood from a mechanical/structural/financial point of view. The street lights look a bit out of place, use hanging lights instead.

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...Aaand that floor texture looks H U G E in scale. Perhaps splitting it into smaller floor mosaic would help?

Like this: note how there is different "textures" on the floor and not the same pattern repeated in every single direction, which looks a bit boring and weird.

 

prodotti-66526-rel52ae272bfa7943739217c00f9e42a944.jpg

Clipper

-The mapper's best friend.

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There are are a few more chandeliers that i know of - several of them aren't entities so you'd have to look in the models section, but there's at least one three-candled chandelier that is an entity. Try looking in the "extinguishable" section of the light entities.

But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.

-Sun Myung Moon

 

My work blog: gfleisher.blogspot.com

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I guess it will look less huge once he added some content.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Ah, that youve meant. Well, he could use a bigger one. He should also add some ceiling I guess. han the chandelier would hang lower and he could add more of them.

 

This looks like a attic to me, so I'm not sure a chandelier is really fitting anyways. @Capela: Did you try the cagelight in that scene. It looks pretty good, provides moving shadows, and if you want to I can show you how to make it swing a bit. :smile:

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Could be just me, but the proportions of the window textures looks a bit odd. Also the window arch/vault looks too gentle:

http://us.123rf.com/...ted-kingdom.jpg

http://users.bathspa...rchedwindow.jpg

 

Same for doorway arches:

http://us.123rf.com/...tone-lintel.jpg

http://image.shutter...ey-38900662.jpg

http://thumbs.dreams...42466f2mNP0.jpg

 

Otherwise the gamespace and ceiling height looks fine to me. Hopefully this helps!

Clipper

-The mapper's best friend.

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Could be just me, but the proportions of the window textures looks a bit odd. Also the window arch/vault looks too gentle:

http://us.123rf.com/...ted-kingdom.jpg

http://users.bathspa...rchedwindow.jpg

 

Same for doorway arches:

http://us.123rf.com/...tone-lintel.jpg

http://image.shutter...ey-38900662.jpg

http://thumbs.dreams...42466f2mNP0.jpg

 

Otherwise the gamespace and ceiling height looks fine to me. Hopefully this helps!

 

Yep i know what you mean..tanks for the references. -_-

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Here is the first custom graphic for my WIP for the unusual gameplay contest. Likely this will be for the mission load screen, possibly a couple other places.

 

The stellar constellation (or asterism) known in olden times as "The Builder's Hammer":

post-3285-0-40397300-1363839718_thumb.png

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System: Mageia Linux Cauldron, aka Mageia 8

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@ Capela: A good way to make sure your map is the correct size is to put an AI in to the map right at the beginning. It will give you a sense of proportion in relation to the AI. I made this mistake in my first map and some of the buildings ended up looking unrealistically big.

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

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So i think its to big.

 

Holy hell!

 

Otherwise the gamespace and ceiling height looks fine to me. Hopefully this helps!

 

More reasons why placing an AI for proportions in very important. I was completely fooled by the scale! :laugh::blush:

Clipper

-The mapper's best friend.

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Haha, wow that's huge! Is the whole level to that scale? Since you've already put so much work into it, maybe just work the size into the plot and release it as part of the unusual gameplay contest :-P.

But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.

-Sun Myung Moon

 

My work blog: gfleisher.blogspot.com

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Haha, wow that's huge! Is the whole level to that scale? Since you've already put so much work into it, maybe just work the size into the plot and release it as part of the unusual gameplay contest :-P.

 

Inventor's Guild has created a new experimental Miniatyrization Beam. Of course the device went haywire and accidentally miniatyrized all living beings in the whole building! Imagine cool vertical gameplay when player climbs to a table!

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Clipper

-The mapper's best friend.

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Oops! It looks that Small Big Wolrd area in Constantines Mansion in Thief Gold. Dont worry its all about learning. Make sure you put an AI in the map as soon as you start building. It will give you an idea if what scale to build in.

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

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