


Looks very good. Real creepy atmosphere, I can almost smell those zombies around the corner... hey, wait, what was that sound behind me?
Very nice textures bytheway...
[addsig]
Oooh, I like how you're faking the hanging lamps. Didn't even realize they were just little hovering circles until I looked a bit closer. Just a few nit-picks:
- That fence texture around the red-colored vent seems to be a bit overscaled. I think something more around the size of chain-link might work better.
- Window texture in 2nd shot looks way too over-scaled compared to the other windows.
- Ceiling seems kind of boring, but I suppose you don't want people to focus on the ceiling in the first place. I still recommend having wires or chains or something hanging down though.
[addsig]these two i agree with:
| ? quote: |
| - That fence texture around the red-colored vent seems to be a bit overscaled. I think something more around the size of chain-link might work better. |
| ? quote: |
| The door in the first shot looks like it needs a frame of some sort. |

The atmosphere is quite nice, architecture is though, weak in areas. What I can see from these shots are that you know how to create a creepy atmosphere in small, compact hallways. Try to go for more open areas, once the map is further in development. I also think the bright red light.. is way to pink and way to bright.. tone both down a tad.
Good luckl
[addsig]
| ? posted by Crono |
| Its maps like this that show how important good textures are. Without them this map would still look good, but no where near as impressive. |
I personally would take that as an insult 
I think the textures are really good, but the map needs something more, maybe some swinging lights or flickering ones or some pipes or cables, just something to make the hallways a tad more interesting- even a bloody death threat or poster on the wall.
[addsig]
Swinging
I didn't know my shots were so good you'd forget what engine I was working with!
And Crono, this map is really a test to see how powerful lighting can be - and I'd like to believe it's pretty powerful here. The textures are by Mikezilla and Blazeer; and if you know these two guys, they are not only two of the best texture artists I've ever seen (well... maybe not Blaz) but they make clean textures, so I took the liberty of dirtying them up.
In case you were wondering, which you weren't, I'm going to post solely in this thread - maybe in the rest of the maps forum, but never in general again. And yes, pink is my favorite color.
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My God, what have you guys done?! Someone call the drama police.
Watch your tongue Dietz, or I'll be forced to unleash some blistering jokes about your mother.
[EDIT] Silly me, I just realized I was compiling with -bounce 8 on. [/EDIT]
| ? posted by ReNo |
| This is stupid cass, why would you let one thread force you off the forums? You know fine well nobody wants you gone. |
Agreed. I don't know (never read the thread) what pissed you off though so I guess it isn't fair for me to comment.
As for the map, It looks freaking awsome. The lighting is the first thing I noticed. When the scene has such great atmosphere I have trouble coming up with any crticisims.

Children please, lets stop the fighting and just make sweet mapping love. Looks good Cass, but what/where's it meant to be?


The settings are pretty standard - extra and a smooth value of 80, bounce 0. It was more an act of moving polygons to avoid the otherwise inevitable lighting seams - the broken floor is probably the best example. There are no seams on the rubble because I had to delete/shift half of it to get it to look like that
I must be old fashioned.
New screens as soon as I think of another area - I'm thinking a hospital.
The map will be a Svencoop/singleplayer deal with a portion of it entered in the contest as an HLDM map.
