Just done an update.
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Re: dm_cascade
Posted by Crono on Tue Dec 14th at 9:24am 2004
Posted by Crono on Tue Dec 14th at 9:24am 2004
It looks pretty good. Very thick HL2
feel ![]()
All i can say really is: If you want it to seem more
destructive and detrimental to the area, put in some serious
structural damage and not just age to the area (as it appears to be
in the screens).
More overlays would be good too. Like giant
lime and rust stains on the damn (if it ran long enough for it to no
longer be full, this would make sense.)
I think overall, it
needs more detail and more areas. In newer areas try spicing the
architecture up. Because the best looking architecture (inside) you
have are those column looking corners.
Other then all that,
the lighting needs to be tweaked.
Keep at it.
Re: dm_cascade
Posted by scary_jeff on Tue Dec 14th at 12:05pm 2004
Posted by scary_jeff on Tue Dec 14th at 12:05pm 2004
Just to add to what Crono said, I think you could do with having some different coloured lighting in there. I can't see any obvious places for it, but a bit of colour is always good 
Re: dm_cascade
Posted by BlisTer on Tue Dec 14th at 12:45pm 2004
Posted by BlisTer on Tue Dec 14th at 12:45pm 2004
where everything looks good, pic 2 looks awesome. keep it up
[addsig]
Re: dm_cascade
Posted by Night-Wolf on Tue Dec 14th at 1:16pm 2004
Posted by Night-Wolf on Tue Dec 14th at 1:16pm 2004
I like this one, it has a real theme! Try adding some flickering lights inside or something.
Re: dm_cascade
Posted by ReNo on Tue Dec 14th at 2:40pm 2004

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Posted by ReNo on Tue Dec 14th at 2:40pm 2004
I really like the interior style but it needs a bit of sprucing up. As
Jeff said, some coloured lighting, done subtley, could really help out.
Architecture is nice for its simplicity, but while I like your basic
room shapes you need to up the detail a bit inside.
Really nice job though, this is one of my favourite looking HL2 maps so far
[addsig]
Really nice job though, this is one of my favourite looking HL2 maps so far
[addsig]
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Re: dm_cascade
Posted by Gwil on Tue Dec 14th at 2:48pm 2004

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Posted by Gwil on Tue Dec 14th at 2:48pm 2004
Looks cool, if a little sparse on the detail front as people have
mentioned before. The colours and variation could be enhanced with
structural supports, vents, monitoring systems etc.. - then you can
stick some red ambient lighting behund them, for instance.
How about on shot #5 using the dust particles in the air effect (ala cs_office (CS:S) and various places in the HL2 sp). Should look fairly spinky.
[addsig]
How about on shot #5 using the dust particles in the air effect (ala cs_office (CS:S) and various places in the HL2 sp). Should look fairly spinky.
[addsig]
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Re: dm_cascade
Posted by $loth on Fri Dec 10th at 4:06pm 2004

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Posted by $loth on Fri Dec 10th at 4:06pm 2004
Like ReNo said, it's looking awesome! I really like contrast in the first shot between the natural stuff like the cliffs and the buildings. Also the way it's layed out makes it feel like a secret bunker in the mountains, which is a good thing 
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Re: dm_cascade
Posted by ReNo on Fri Dec 10th at 2:30pm 2004

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Posted by ReNo on Fri Dec 10th at 2:30pm 2004
Its looking pretty awesome to be honest! I really like the setting, gives you a really nice opportunity to get cool terrain mixed with interesting buildings. Are you planning on having any interiors, or is it more of an outdoor-arena affair? I think having a good mix of tighter indoor regions for physics combat, with this more open area for long range gun fights, would make for a great combination.
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Re: dm_cascade
Posted by Tarky on Fri Dec 10th at 11:32pm 2004
Posted by Tarky on Fri Dec 10th at 11:32pm 2004
Thanks for the comments guys. Yeah Reno there will be interiors. I'm thinking possibly underground sorta maintainance type tunnels.
Re: dm_cascade
Posted by Myrk- on Sat Dec 11th at 3:05am 2004

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Posted by Myrk- on Sat Dec 11th at 3:05am 2004
What displacement value do you have for all your surfaces? Looks like at least 6, which could mean trouble...
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Re: dm_cascade
Posted by ReNo on Sat Dec 11th at 3:44am 2004

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Posted by ReNo on Sat Dec 11th at 3:44am 2004
It couldn't be 6, the only useable values are 2-4 
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Re: dm_cascade
Posted by Tarky on Sat Dec 11th at 6:20am 2004
Posted by Tarky on Sat Dec 11th at 6:20am 2004
The powers are a mixture of 3 & 4. I wanted it to sew perfectly so I aligned small bits of terrain and then joined 'em up and gave 'em a power according to their size.
Re: dm_cascade
Posted by Tarky on Tue Dec 14th at 7:36am 2004
Posted by Tarky on Tue Dec 14th at 7:36am 2004
I have done an update of the screens if you are interested..
Re: dm_cascade
Posted by Nickelplate on Tue Jan 4th at 12:36am 2005

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Posted by Nickelplate on Tue Jan 4th at 12:36am 2005
Looks good!
<br>1st screenshot- Repetitive wall textures, make a hole in the upper wall that looks into another room, just make it for show, impossible to get to the other room.
<br>2nd screenshot- Put some spotlights on top of the dam.
<br>3rd screenshot- the little fenced-off shelf-room is superb! nice touch.
<br>4th screenshot- Breakup the textures in that ramp-hallway. It looks so repetitive.
<br>5th screenshot- Breakup the texture on the upper part of the walls.
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