Becuase im working in quake wanting to get something finished for once.




i'm undecided between the grey and black top. Can you guys give me your opinion?
http://users.pandora.be/storage_dv/arktekt680000.jpg
http://users.pandora.be/storage_dv/arktekt680002.jpg

Black all the way Blister. It makes it look very stylish, and portrays that idea of the evil villain base. I love the design.
I actually totally forgot about this thread altogether. But now I shall utilize it.
Behold!:


This was supposed to be part of my competition entry for round 2 of the "map from base" competition, but due to certain events and regardless of the week extension, I was unable to finish it
. However, I do plan to complete it; for I have some interesting ideas to include in it, so now that some of these events are out of the way, I may continue to complete this map as planned, just a week or two overdue.
What do you think I could do to better up that "core?"

Well, that "ceiling" is actually the underside of a bridge, so those are trusses holding it up over the canal. It is a human scene with Combine architecture overlaid on top. I think what I'm going for here, if I don't leave this scene "as is," is a purpose for existence that portrays a Combine scene under construction. We always saw in HL2 all these Combine structures that were just there! Well after playing EP1 you could see while in the citadel, that these aren't just solid walls of metal. They have pipes and wires within them and they can burn, and blow up! So, it may be that these structures could (and have according to what I've read) just appear out of nowhere, but I would like to show the player a Combine structure "under construction."
The detail isn't ripe enough yet to portray that idea within these pictures, but if I have the drive (and the time) I'd like to give purpose to this scene. Otherwise I guess it just looks like another cool Combine "place"
I have read tutorials on those cool refraction shader effects. Never tried it mind you, but I could understand what they were doing. But you're right, Now could never be a better time to learn!
Thanks for the feedback reaper!![]()


Wow, that first screenie is so juicy and realistic! I love the suspended light, that's a cool idea.
Looks like you made it easy for the ZM to make his way around the small rooms and corridors in that second pic.
I'm glad you took the time to detail the windows by insetting them within the building, nice!
In the last pic, the variation in ceiling height is a good idea. With ceilings that high, I think it draws to player to check to make sure whether they're inside a building or not, and detailing those ceilings either by making them arches or vaulting them, the detail on ceilings is always important. Most people overlook them, but here you have achieved the detail very nicely. Not too detailed, but just enough to draw my attention away from the floor, and lead my eyes to follow the silhouette of the arches down the corridor, a very cool effect!
Nicely done!
(For a name, how about: "zm_midtown"? I think it has a nice ring to it, and fits the setting.)


Now that the MFB round 3 competition is closed, I'd like to get some feedback on my progress. Without revealing too much, here are the general areas that the player will traverse following the events in Finger's round 2 map:
Here are some pictures of the areas under construction. Each shot should give you a general idea of the theme for each section.

The canals are still in too much of a WIP to show, and the gondola scene has yet to be built. What do you guys think (on color scheme and architecture?)







