by adding some silhouette and spikey variation it looks a little more geonosis. starting to look a little better
Adding in a custom skybox for Geonosis was one of the easiest things to do on this project. I had never made a custom skybox for a map before. So plus one for doing something new and expanding my skill set.
Fixing the light issue
It was an issue with the angled stadium seating that was a world brush chopping up the bsp tree
Turned them into “func detail” ents as so they no longer chopped up the world…
Pc prob couldn’t handle the math
Left them on initially to make more areas to chop up the map, but prob dont need
That piece would probably be a maya prop anyway
With manually drawn area portal cut offs?
But the map is mostly open air, so the whole thing would prob render
Only the back tunnels and basement would benefit from the old school quake room by room level design engine
Still dark, but fixed
Will adjust light source next.
Then cont texturing
I want at least the outside sun light source, so texturing / screenshots will look nicer
I did some work on the “grey box” stage. Blocked out some important areas, then worked on getting the game into a minimum playable state. Side note, for your reference… making 90% of a map in hammer circular is a pain when working on grid. I do not recommend. Maybe pick some major grid points and make most of it a model in maya or something.
Some other notes I took when I was working on this part during Christmas break.
Here are some screen shots:
I had some friends give me feedback on the “one sheet”. Here is the new revised version. I’m not sure if it’s better or not, but they seem to agree it is better.