Posted by Nickelplate on Tue Jan 4th 2005 at 12:36am
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.
Posted by Gwil on Tue Dec 14th 2004 at 2:48pm
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]
Posted by ReNo on Tue Dec 14th 2004 at 2:40pm
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]
Posted by Night-Wolf on Tue Dec 14th 2004 at 1:16pm
I like this one, it has a real theme! Try adding some flickering lights inside or something.
Posted by BlisTer on Tue Dec 14th 2004 at 12:45pm
where everything looks good, pic 2 looks awesome. keep it up [addsig]
Posted by scary_jeff on Tue Dec 14th 2004 at 12:05pm
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
Posted by Crono on Tue Dec 14th 2004 at 9:24am
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.
Posted by Tarky on Tue Dec 14th 2004 at 7:36am
I have done an update of the screens if you are interested..
I have done an update of the screens if you are interested..
Posted by Tarky on Sat Dec 11th 2004 at 6:20am
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.
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.


