HL-Submerged
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Re: HL-Submerged
Posted by Tailgunner on Sat May 15th at 9:58am 2004


This is just soem stuff, I ve been playing around with his WAD. the jpg converter f***cked up the gamma. but still C&C is welcome!








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Re: HL-Submerged
Posted by Orpheus on Sat May 15th at 10:48am 2004


the top screen is pretty snazzy, the rest are blah..

get some better textures, perhaps that will spruce them a bit..

keep hacking at it, looks well worth the effort to me

[addsig]




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Re: HL-Submerged
Posted by scary_jeff on Sat May 15th at 11:26am 2004


All looks great to me. Kind of like natural selection. Your metal floor texture looks a bit stretched/blury, but other than that, good work. I like that water texture a lot.



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Re: HL-Submerged
Posted by wil5on on Sat May 15th at 12:02pm 2004


Looks a lot better than the map I'm working on now. Default HL textures and slightly boxy architecture arent exactly purty...

I like the textures... hey... why is the hud in the last pic drawn on?

[addsig]




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Re: HL-Submerged
Posted by ReNo on Sat May 15th at 2:08pm 2004


SHOT 1
Really nice, the only thing I'd suggest changing is that explosion decal you have on the left wall - you've placed it somewhere that it gets cut off and it looks odd. Put it further along the wall so the entire thing is visible.

SHOT 2
Nice enough, just a bit empty really.

SHOT 3
Another really nice area, very atmospheric. One thing I'd suggest is toning down the render fx on those windows, they look a tad bright. I know the rooms on the other sides are bright and so this sort of helps suggest that, but in the case where you can only see the window and not the other room (such as is the case for the left window) it looks really bad.

SHOT 4
In my opinion, that handrail has to go - it looks like its blocking access to the computers entirely rather than acting as a buffer (which I assume its meant to). The scene also looks cluttered - the horizontally bars texture which repeats loads makes the scene look too busy and the support beams underneath these don't help. [addsig]




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Re: HL-Submerged
Posted by Captain P on Sat May 15th at 2:10pm 2004


The metal floor texture seems either strangely lit or bad-tiling. Some good textures (monitors on the wall) but also some bad ones (floor).

I must say I like the second shot the most, it has good lighting and nice colors. Looks good.

[addsig]




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Re: HL-Submerged
Posted by Orpheus on Sat May 15th at 2:20pm 2004


well there you go. no one in total agreement, and lots of feedback.

its nice to see a map where not everyone is cow eyed over it

[addsig]



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Re: HL-Submerged
Posted by Crackerjack on Sat May 15th at 8:24pm 2004


Looks great, the only shot i think really needs a make over is.... the last one.. It just looked completely out of place when I viewed it last. Just redo that section and u will be golden, the rest is real nice. [addsig]



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Re: HL-Submerged
Posted by Crono on Sat May 15th at 8:26pm 2004


It just seems like the ceilings in all the shots are what had the most concentration of work. If you replicated the amount of effort on the floors (and some of the walls) it would look amazing. [addsig]



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Re: HL-Submerged
Posted by Tailgunner on Sat May 15th at 11:14pm 2004


Thanx for the feedback yea I agree with the last one the thing is I had already deleted the rail even before I popsted here, but i wrote the wrong link, so:


and here is a new one for you.





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Re: HL-Submerged
Posted by Crono on Sat May 15th at 11:30pm 2004


? quote:
and here is a new one for you.



Now that looks bad ass .... except for the floor texture (in the middle, the sides look great)

I'd say get a new floor texture and it will durastically improve the look and detail of the map.

But damn, this is looking good so far, nice job, gunner. [addsig]




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Re: HL-Submerged
Posted by Orpheus on Sat May 15th at 11:53pm 2004


people severely underestimate the "generic" section of the default HL textures... use one of those... [addsig]



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Re: HL-Submerged
Posted by scary_jeff on Sun May 16th at 1:30am 2004


Agreed, some of those ('generic') are actually fairly detailed.



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Re: HL-Submerged
Posted by salFPS on Sun May 16th at 1:50am 2004


wow, lookin' good



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Re: HL-Submerged
Posted by wil5on on Sun May 16th at 6:13am 2004


? posted by Orpheus
people severely underestimate the "generic" section of the default HL textures... use one of those...

People severely underestimate ALL the HL textures... Its just a matter of using them right.

[addsig]




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Re: HL-Submerged
Posted by Leperous on Sun May 16th at 9:10am 2004


Much better, pillars = win in my opinion, make playing it a bit more interesting Hope your connectivity is good around that room too...



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Re: HL-Submerged
Posted by 7dk2h4md720ih on Sun May 16th at 1:19pm 2004


? quote:



That pic looks a bit crowded with lights.

Overall it's looking very pretty. Do you have any rooms done or is it a big maze of halls?

edit: Last screen looks like a bit of a room. *eats words* [addsig]




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Re: HL-Submerged
Posted by ReNo on Sun May 16th at 2:08pm 2004


That last shot looks like it could provide some potential vertical play if you added an upstairs floor on the sides. Just something to think about I think A_S might be right about there being too many lights - I think the ones on the sides of the sides of the pillars are too much. [addsig]



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Re: HL-Submerged
Posted by scary_jeff on Sun May 16th at 3:58pm 2004


I thought that as well. The strip lights on the pilars don't seem to be illuminating the surroundings atm all anyway (ceiling and floor being lit by something blue).



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Re: HL-Submerged
Posted by Captain P on Sun May 16th at 6:47pm 2004


About the lights: the amount of colors make it look funky. Not completely what I would suspect in such an environment. I think it's those two red lights in the middle. They don't seem to fit there. I think.

[addsig]




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