Posted by ReNo on Tue May 16th at 5:47am 2006
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Posted by Juim on Tue May 16th at 11:08am 2006
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Posted by Orpheus on Tue May 16th at 12:05pm 2006
I am experiencing serious side scrolling. 
I also notice that DOD seems to have a much wider assortment of foliage available. Something I always felt lacking in anything built for HL2. Somehow plants alone set these map apart from anything thus far released.
The dismal atmosphere is superbly captured. I would try, if I were you, to have the sun vainly attempting to burn off that fog. If its possible, try to have tiny clear areas where the sun is succeeding but overall its failing. That would be perfect.
To add to Juims observation a bit. That style of roofing only works if you put endcaps upon the apex's. On each of the ridges, put a cap on them. The roof will look just fine then.
I dunno if its the angle, but I just don't like those sandbags much. Prolly just the angle though.
Nice work. ![]()
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Posted by Captain P on Tue May 16th at 11:33pm 2006
About the rocks, they feel too 'leveled', if you know what I mean. As if there's several levels of play, with rock walls between them of more or less equal length. I don't know if that happens in reality, personally I'd be more impressed by some variation in height and some higher rock walls.
Also, I know those sandbag walls are standard props but they always felt so unnatural to me. Some loose sandbags here and there perhaps? And some sand walls to give them a more fortified look, rather than a single sandbag wall sticking out of the ground (which looks so unstable)?
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Posted by Crono on Wed May 17th at 2:37am 2006
nooba, bravo, man. Keep it up. While there are some obvious problems in some of the features so far, it looks really nice. The atmosphere is abundant. I'm curious what type of play dynamic you're going for. For instance, if the visibility was a bit lower, snipers would either be useless or more effective. It seems like there's a bit of varying gameplay too, from wide areas to cramped areas, but I don't see any real presence on the vertical gameplay. I think any and every map, at least in DoD, has been bettered by vertical gameplay, it's almost the staple of the game. Rarely are you going toe to toe with people on a level playing field. Which is something I personally like.
So, it'd be nice to see some stuff like that come into play. I'm also curious in how you plan on filling in those voids.
The only other thing I notice that I don't think has been mentioned is in the 3rd screenshot. What's the logic behind that building on the left being decimated and the one on the right being fine? If that was done by an attack it would surely damage the other structures nearby ... at least a little! Especially considering the amount of damage that building took. Is the screenshot misleading?
You might also want to look into burn marks in grassy areas. (Like, grass can no longer grow because the surroundings were taken out with fire, or something like that)
Keep it up.
Posted by nooba on Wed May 17th at 8:28am 2006
I have removed the grass on the road, it was something I wasn't sure about
does this look any better?
Nice suggestion. I'm not sure if its possible though, I'll look into it
I'll be sure to add in some of that stuff into the 3D skybox
I'll try add in some variation in the rock walls
Sure
With the fog I wanted to get rid of snipers, but it also might help them by hiding them, I really need to test it with other players to find out. There really is no vertical gameplay, atm. I'll get it added in, don't worry
Trees, shrubs, rocks, rubble, etc..
I just slapped that blown-up building in really, didn't put much thought into it, I'll fix that up
Sure thing
Again, thanks all
Posted by Orpheus on Sat May 20th at 12:33am 2006
Yes, and no.
It looks better but now it looks machine made.
Clay tiles are anything but perfect. Have the tiles on the caps jut out a bit so that they look "added" not "form fitted"
Your application, although a move in the right direction, looks to perfect.
I hope that made sense. If not, I will look up some pictorial examples.
Lemme know.
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Posted by nooba on Sat May 20th at 3:06am 2006
http://www.salvoweb.com/images/userimgs/5843/16311_2.jpg
If you could provide some pictures that would be great
Posted by Orpheus on Sat May 20th at 3:14am 2006
This picture kinda shows what I want to illustrate. Problem is, nothing I search for in google is a close up shot. I fear its because "endcap" isn't the correct terminology for the item I am seeking.
Anyway, just add the caps, but do not connect them like a water pipe. the connections are more jagged in real life.
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Posted by G.Ballblue on Tue Jun 6th at 9:42pm 2006

Momma Mesa. Top down view of my current work. (Please note that the entire grid is not shown. I have quite a bit more building space.)
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Posted by Captain P on Thu Jun 8th at 9:04pm 2006
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Posted by G.Ballblue on Fri Jun 9th at 5:29am 2006
If that's the the left corner you're refering to: Kinda old, first part I made. Whipped it up during a week of computer time restrictions, and I didn't have the time to align the textures. I'm hoping to get the edges to look smoother in the future.
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Posted by Xen on Thu Jun 22nd at 2:31pm 2006
Although I have a profile for this map, these are areas I'm looking for more harsh criticism and ideas so that I can detail it better and make it more lively...
The pics are pretty small sizewise (~20k) so I won't bother with thumbs





Posted by Stadric on Thu Jun 22nd at 6:39pm 2006
Some images in this post have been automatically down-sized, click on them to view the full sized versions:
I've been working on two mods, one longer than the other, here's some of my work so far, none of these are from finished maps.From a forest:

From my recreation of Hyperblast 2 from Unreal Tournament 2004

From an underground chamber, for relaying power, blah, blah, blah, typical puzzle scenario

From the central room of an underground complex, which is surprisingly small, or at least the part you get to see is.

Completed work due at the end of summer.
As I Lay Dying
Posted by BlisTer on Thu Jun 22nd at 10:31pm 2006
well as i said the atmosphere and some details are nice for HL1 sp. On first glance of these pictures i have a few suggestions. in the 3rd and 4th pic you posted here, some textures seem overscaled though. Also, in the 3rd pic, maybe you could make the grate see-through, and add detail underneath it to boost overall detail and complexity. also in that pic, lighting could be improved in the far end, but i can't judge it 100% based on the pic.
Posted by G.Ballblue on Sat Jun 24th at 2:18am 2006
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Posted by ReNo on Sat Jun 24th at 10:42am 2006
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Posted by G.Ballblue on Sat Jun 24th at 5:38pm 2006
I also feel/agree that it doesn't look all that structurely sound. The reason for that wall being placed there is to block the player's line of sight: That one base is equal to almost 500 brushes. 4 bases = roughly 2000 brushes D:
Hoping to get a profile for the map soon.
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Posted by G.Ballblue on Tue Jun 27th at 7:04pm 2006
I get to pimp off a new area, and I get to test out XAT
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Posted by Mr.INSANE on Wed Jun 28th at 6:39pm 2006
ive started alot of quake maps but usually give up becuase the engine just cant do it without large errors
I plan on using a few areas from some of my other work to peice this thing together
G.BallBlue - For some reason i just hate that screenshot you posted it seems really off size wise
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