Have at it guys. As always harsh crticisim is strongly encouraged![]()
Posted by Tracer Bullet on Mon Mar 8th at 4:40am 2004
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Posted by Skeletor on Mon Mar 8th at 5:25am 2004
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Posted by Cassius on Mon Mar 8th at 5:38am 2004
Posted by Tracer Bullet on Mon Mar 8th at 6:16am 2004
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Posted by Cassius on Mon Mar 8th at 6:21am 2004
Glass in Half-Life isn't meant to be used so dynamically as to be the surface for a tube or hallway, nor is it very good in broken form, and, in your map, you have both of these, combined into one object no less.
The orangey room looks good, but the greyer room is teh no, mainly because of the side support architecture; it seems like somthing that would fold in on itself; nor is it terribly complex in there.
Triangle roofed- hallways dont exist for a reason, make it an arch.
[addsig]Posted by Tracer Bullet on Mon Mar 8th at 8:21am 2004
Noted.
I was already thinking of getting rid of that corridor. the glass is gone, but I rather like that impossibly structured room... It's actualy large enough that I'm hitting my r limit in there already, so there won't be much more detail.
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Posted by Gollum on Mon Mar 8th at 9:51am 2004
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Posted by Orpheus on Mon Mar 8th at 12:33pm 2004
first off, i must complain about my monitor, its too forkin dark.. *sighs* /me reaches over and turns on better PC
secondly, all i can see is the lava/melted steel room.. very nice idea, but i cannot imagine what is driving the r's past 1000
try "gl_wireframe 2" and lets try to get those below 800.
i will comment more in a few, maybe my other pc will be able to see the shots ![]()
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Posted by Orpheus on Mon Mar 8th at 2:21pm 2004
*place obligatory warning here*
i brightened the shots for my own monitor if they seem wrong, its my fault
orph comes out of semi-retirement for special occation

this room seems the most thought out IMO, its suffers from texture choices, but the area very much reminds me of a section i saw in Unreal2.. but whatever the source, the area looks very nice, and should do well when completed.. i highly suggest some alternate textures.. even if you stick to the stock HL ones (which i still love) you need something different that your current choices.
good luck on this one T.B.
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Posted by Orpheus on Mon Mar 8th at 2:50pm 2004
*cusses and rants*
my whole critique just disappeared ![]()
i will retype it soonish TB.. but right now i need to vent this anger..
i had a critique of all 5 screens..
*stomps off..*
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Posted by Tracer Bullet on Mon Mar 8th at 4:06pm 2004
I feel your pain Orph. I've taken to writing critiques in MS word and then pasteing them into the post window in order to avoid this very frustration.
I'll be waiting for it.![]()
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Posted by 7dk2h4md720ih on Mon Mar 8th at 4:46pm 2004
In your first screen, those lights in the hallway have no sources.
Nothing else to say that hasn't already been mentioned really. Better textures should be your priority.
Posted by Orpheus on Mon Mar 8th at 7:39pm 2004
*place obligatory warning here*
i brightened the shots for my own monitor if they seem wrong, its my fault
orph comes out of semi-retirement for special occasion
this hall, although unique in architecture, would not be a design of my choice, the narrowing of the walls, would force the player to stay toward the center to avoid clipping on the walls, also the narrow top would eliminate the need for the girder at the top.. my suggestion, for what its worth, slope the walls the other way, this will increase the illusion of playable area, and possible lead to more interesting architecture. also the alignment is going to be a nightmare, already it is obvious and will prolly only get worse.
this area/room, has much more thought involved, IMO its only shortfall is its textures, the architecture is better but the support columns on the walls look wrong, no real structural support, i suggest a quake approach perhaps, have the support columns angled outward on opposition to the walls shape..
a boiler perhaps? doesn't matter what it is, machinery, even fictional ones add a certain spice to any map, still i suggest other texture choices.. also the r_speeds seem excessive in here, try gl_wireframe 2 to ascertain why, cause what is causing it may not even be in this shot, but still requiring better visblocking.
this area is my favorite, the glass has already been mentioned, so i will leave it alone save the textures.. get more.
[color=tan]this room seems the most thought out IMO, its suffers from texture choices, but the area very much reminds me of a section i saw in Unreal2.. but whatever the source, the area looks very nice, and should do well when completed.. i highly suggest some alternate textures.. even if you stick to the stock HL ones (which i still love) you need something different that your current choices.
good luck on this one T.B.
if this disappears again.. i am NOT posting it again
*edit by Lep, huzzah!*
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Posted by Sim on Mon Mar 8th at 8:11pm 2004
Posted by Gorbachev on Mon Mar 8th at 9:02pm 2004
The lamps seem really chunky.
[addsig]Posted by Vash on Mon Mar 8th at 9:40pm 2004
| ? quote: |
| The very bowels of hell |
And it just had a movement! Zing.
Your not living up to your full potential, I know your better
.
Posted by Tracer Bullet on Tue Mar 9th at 1:07am 2004
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Posted by Gollum on Tue Mar 9th at 10:10am 2004
I've just noticed how much this level looks like q2dm8 (er...or maybe 7. Anyway, the one with the crate conveyor!).
Any chance you were inspired by that level?
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Posted by Tracer Bullet on Tue Mar 9th at 5:41pm 2004
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Posted by matt on Tue Mar 9th at 7:56pm 2004
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