px_harbinger
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Re: px_harbinger
Posted by Hugh on Wed Aug 4th at 8:42pm 2004


Comment away you lovable goons.





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Re: px_harbinger
Posted by Campaignjunkie on Wed Aug 4th at 8:48pm 2004


Geeze, you sure whored Echo's grates enough, eh?

Looks okay. Not much of a fan of some of the textures you're using though, specifically that than2 industrial or whatever. Definately need some color variation with the lights. You might also want to test how well the monsters move around and make sure it's fairly spacious (HL monsters are, um, notoriously stupid sometimes).
[addsig]




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Re: px_harbinger
Posted by Hugh on Wed Aug 4th at 8:50pm 2004


Jebus Christ, it's scary how you just *know* what the textures are... very scary indeed. And so you know, red lights being grates are in other things besides Echo. Such as... this map. Hrmm.



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Re: px_harbinger
Posted by Campaignjunkie on Wed Aug 4th at 8:55pm 2004


Well, it's more specifically the fact that it looks like the same texture used in Echo along with being rotated 45 degrees that reminds me specifically of Echo.

As for knowing what the textures are: I've scoured the net looking for textures, so I can recognize a bunch as a horrible consequence. Looks like you're also using some textures from mataleone's set as columns (don't use the vents from that set, BTW - 80x64 vent textures = no good) along with various textures from evil-lair / HFX. Muahahaha.
[addsig]




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Re: px_harbinger
Posted by Forceflow on Wed Aug 4th at 9:13pm 2004


It's nice, it's clean. Not outstanding, but well worth the title "map".
[addsig]




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Re: px_harbinger
Posted by ReNo on Wed Aug 4th at 9:19pm 2004


I think the textures bring this down - there are quite a few clashing choices, and in general I agree with CJ that the than industrial textures really kinda suck. I guess I'm just not a fan of brown textures, I always go for more grey ones instead (eg. shaderlab or hfx/evil_lair).

Brushwork is looking ok but not outstanding, I feel you had some more interesting things going on in Zeromancer, but perhaps its just you used the default textures better than you are using these ones. Lighting looks ok also - interesting in parts while uninspired and basic in others (such as the first screenshot).

[addsig]




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Re: px_harbinger
Posted by 7dk2h4md720ih on Wed Aug 4th at 10:17pm 2004


This is a really good start. Your lighting is good but I'd tone it down a notch, so there's a little more darkness and a lot more atmpsphere. At the moment it's just adequately bright everywhere with small pools of slightly brighter light.

All the architecture is fine except all the walls meet the floor at a 90 degree angle. Try and add a little variation to make them gel together better.




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Re: px_harbinger
Posted by Monqui on Wed Aug 4th at 11:16pm 2004


It's nice, but it's looking too clean-looking at the moment, in my mind at least. Everything just looks so sterile. It's a bit of the combination of the lighting and the textures that does it for me. Nothing really pops... [addsig]



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Re: px_harbinger
Posted by BlisTer on Wed Aug 4th at 11:36pm 2004


most wall textures are from fox1's parox wad.

(i commented on the parox boards)
for most things i agree with alien_sniper




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Re: px_harbinger
Posted by G.Ballblue on Tue Aug 24th at 12:09am 2004


I'm not entirely sure how old this thread is .... but since there seems to be a descent amount of Parox maps cropping up, I downloaded the mod - only to find a WON only version. : Steam version??? [addsig]



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Re: px_harbinger
Posted by Pvt.Scythe on Wed Sep 22nd at 11:42am 2004


The "WON only version" you're talking about works in Steam too. Just copy the parox folder to your SteamApps/Half-Life folder.



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Re: px_harbinger
Posted by Gorbachev on Thu Sep 23rd at 4:43am 2004


The railing in the first picture is pretty nasty. A thinner, black/silver type of rail would be a smoother fit for the area. [addsig]




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