[article] Spicing up your architecture
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Re: [article] Spicing up your architecture
Posted by ReNo on Sun Aug 31st at 11:08pm 2003



This is a discussion topic for the article "Spicing up your architecture" by ReNo which can be found here

Article description:

Get rid of those boring






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Re: [article] Spicing up your architecture
Posted by KoRnFlakes on Mon Sep 1st at 7:42am 2003


for those that struggle with being creative, this is a good example of how to be so.



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Re: [article] Spicing up your architecture
Posted by SubhumaN on Fri Sep 5th at 5:28pm 2003


Really great tutorial. Very helpfull and gave a lot of interesting ideas. Well wrote also



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Re: [article] Spicing up your architecture
Posted by R@lph VViggum on Sat Sep 6th at 4:26pm 2003


Very nicely done, just needs some unique lighting and it could be a hallway prefab.



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Re: [article] Spicing up your architecture
Posted by ReNo on Mon Sep 8th at 3:04pm 2003


Bah, I'm not a prefab fan, especially not when it comes to architecture. Brushwork is such an integral part of mapping that the mapper should do it themselves in my opinion.



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Re: [article] Spicing up your architecture
Posted by Spazz on Mon Sep 29th at 9:38pm 2003


It is always a good idea to add "deapth" to walls and such



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Re: [article] Spicing up your architecture
Posted by Sinner_D on Wed Oct 1st at 9:44am 2003


that is by far the greatiest work of architecture ive seen(in HL that is). very nice looking.



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Re: [article] Spicing up your architecture
Posted by ReNo on Tue Oct 28th at 11:20am 2003


LOL, the greatest work of architecture in an HL map?! Get away :P



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Re: [article] Spicing up your architecture
Posted by Forceflow on Thu Nov 6th at 7:33pm 2003


Pure Ownage. It really gives your map that professional look and the r_speeds are kept low. Suppah !



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Re: [article] Spicing up your architecture
Posted by Neural Scan on Thu Dec 4th at 11:25pm 2003


I remember this tutorial being the one that greatly improved my mapping a while ago, way before the Snarkpit remake thingy that happened.

This is still one of the greatest tutorials there is. Down with the box!




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Re: [article] Spicing up your architecture
Posted by wil5on on Tue Dec 16th at 1:23pm 2003


That hallway rocks! Ill do something like that for all my maps now. Depart from me, ye cursed boxes! I didnt know about the shift-f thing before, thanx, thats going to save me some time. 5 stars!



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Re: [article] Spicing up your architecture
Posted by Jezpuh on Thu Sep 16th at 7:04pm 2004


Excellent



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Re: [article] Spicing up your architecture
Posted by ReaperSWE on Fri Jan 21st at 3:48pm 2005


Good, and inspiring...

...you made me drool ;-P




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Re: [article] Spicing up your architecture
Posted by Crono on Sun Jan 23rd at 11:24pm 2005


<3



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Re: [article] Spicing up your architecture
Posted by gorami on Fri Feb 17th at 7:30pm 2006


Check out this tutorials iam a beginner and it really help to spice up stuff well done.



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Re: [article] Spicing up your architecture
Posted by Myrk- on Sat Feb 18th at 4:53pm 2006


I'd advise being careful about symetry- it can lead to corridoors that have little interest...



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Re: [article] Spicing up your architecture
Posted by ReNo on Sat Feb 18th at 5:36pm 2006


Thats why I discussed breaking symmetry in my follow up tutorial smiley



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Re: [article] Spicing up your architecture
Posted by Dark Tree on Fri Mar 24th at 7:01pm 2006


This should be stickied for all noobs to read upon loading up hammer for their second map. Good job....will keep this info on my mind while mapping smiley




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