Posted by ReNo on Tue Oct 11th 2005 at 6:44pm
This is a a discussion topic for the map "Angelic" by ReNo which can be found here
Map description:
EDIT: May retake this theme for an AG2 map - lots of vertical action for crazy gauss jumping combat
A simple map I'm playing around with, based around the interior style of my old map Forsaken. Planning on achieving a boot_camp esque playing style, with lots of vertical gameplay. Visuals are minimalist but kind of pleasing regardless, I'm getting a bit of an ocean liner feel from them, though concrete ocean liners tend to be a little rare these days
Please note this is HUGELY work in progress, and this area is still quite incomplete. I am interested in hearing thoughts on the visual style though, as I plan on keeping it quite consistant throughout.
Map screenshots:
Screenshots for: Angelic


This is a a discussion topic for the map "Angelic" by ReNo which can be found here
Map description:
EDIT: May retake this theme for an AG2 map - lots of vertical action for crazy gauss jumping combat
A simple map I'm playing around with, based around the interior style of my old map Forsaken. Planning on achieving a boot_camp esque playing style, with lots of vertical gameplay. Visuals are minimalist but kind of pleasing regardless, I'm getting a bit of an ocean liner feel from them, though concrete ocean liners tend to be a little rare these days
Please note this is HUGELY work in progress, and this area is still quite incomplete. I am interested in hearing thoughts on the visual style though, as I plan on keeping it quite consistant throughout.
Map screenshots:
Screenshots for: Angelic


Posted by xicodroga on Sat Dec 18th 2004 at 4:42pm
=) very nice.... architecture 5* blue lights 1000*
Posted by SWATSiLeNt on Sun Sep 12th 2004 at 1:07pm
Yea, I like the neon light never would have thought of a idea such as this. The neon truely brings out the overall angelic look. This is defanit inspiration.
Posted by ReNo on Sun Aug 8th 2004 at 2:01am
The neon strip is just one of the default HL texture lights stretched 10x or so horizontally, so it only shows as a beam rather than a typical light. The reason it looks quite bright is because I took the screenshot in the Tron glow mod - it won't look quite so "glowing" in normal HL, but it still looks quite good
The neon strip is just one of the default HL texture lights stretched 10x or so horizontally, so it only shows as a beam rather than a typical light. The reason it looks quite bright is because I took the screenshot in the Tron glow mod - it won't look quite so "glowing" in normal HL, but it still looks quite good
Posted by half-dude on Sun Aug 8th 2004 at 1:56am
Man reno this map is alot better then it was before. I lloovvee those neon looking lights going around. You are very good at keeping the theme which is "curve" keep goin. <br> <br>P.S did you just cover those with a glowing texture or what did you do?
Posted by 7dk2h4md720ih on Thu Aug 5th 2004 at 1:57am
The indoor style is great, just work on the lighting a bit so it doesn't look so sterile. And move that damn progress bar up.
Posted by ReNo on Wed Aug 4th 2004 at 1:32am
Can't really afford the polys, I'm already pushing it
I guess it wouldn't take many though so I'll see what I can do. 5% is perhaps being a bit mean to myself, as I've pretty much got the style nailed now. Once I've got my interior style pinned down, the map should be quite easy to develop (fingers crossed) as I plan on keeping it consistant throughout.
Can't really afford the polys, I'm already pushing it
I guess it wouldn't take many though so I'll see what I can do. 5% is perhaps being a bit mean to myself, as I've pretty much got the style nailed now. Once I've got my interior style pinned down, the map should be quite easy to develop (fingers crossed) as I plan on keeping it consistant throughout.
Posted by 7dk2h4md720ih on Wed Aug 4th 2004 at 1:29am
Those lights hanging off the sides with the metal supports need something to make them look attached to the wall. Better get working, 95% more to do.

