Posted by Agent Smith on Mon Jan 10th 2005 at 5:06am
Looking good. Some of those shots, particularly 3, 4 and 5, look very quakish, which can be a good thing if your going for that kind of theme, but can be negative if you trying for realism. I'd recommend looking up some pictures of sewers for a reference, as its the best way to create a realistic scenario, even if your map is composed of various different style sewer scenes.
[addsig]
Posted by Tracer Bullet on Sun Jan 9th 2005 at 6:47pm
If you want to get more contrast from your light_spot ents, you should set their falloff value to "linear". My experience has been that the HL2 spots just aren't bright enough otherwise.
Screen 1
Nice touch
Screen 2
I don't much like this shot. I think the red light is too strong, and I can't see where it is coming form, which bothers me. Those concrete supprts on the left seem very wrong to me. I don't like the shape, and I don't like the texture you have used. In another setting, they might be great, but they look far to clean and artsy for a nasty rusty sewer! I think part of the problem is that it is just too square. If you remove those silly pillars, that is one boxy hallway.
Screen 3
Very nice. I still don't like the shape of that pillar on the left, but it fits much better into the rest of this shot.
Screen 4 & 5
Overall I like it, but I think you need to tone down the glow around your red lights. try loooking at a light in real life. It only has a "glow" to it in the sense that these sprites give if it is very bright! Your red lighting is an accent, and the lights are very dim. Because of this the glow just looks wrong. I also think you ought reduce the red lighting a tag, and as I said above, make those light_spot ents use linear falloff.
This is showing some good promise. Keep it up.![]()
Posted by Dark|Killer on Sun Jan 9th 2005 at 4:46pm
Wow nice map...keep up the good work, i like the architecture.... [addsig]
Posted by habboi on Sun Jan 9th 2005 at 4:23pm
I like the car that has crashed and the third pic looks great with all the walls and floors destroyed!
Well Done ![]()
yeah it says 40, but they really dont work like they should. Then again I'm only using the simple default compile options... I wish I could get batch compiler to work.
Posted by Joe-Bob on Sun Jan 9th 2005 at 5:36am
Hmm, I suppose you could always check your lights.rad file and make sure that there are textures in there... and I think that maybe RAD tells you how many textures you have in that file... I think the default is like 40 or so.
Indeed, I just finished a section with some good elevation.
I am having a very hard time with the lights, the fact is that all of those lights are light_spot. I dont know if texture lighting still dosn't work or what. I think I will take some of the glow sprites out, they can be a little much is some areas.
I'll have some more pics soon.
Posted by Desert Gunner on Sat Jan 8th 2005 at 11:38pm
I love the car crashing through the cieling!!!
Posted by Joe-Bob on Sat Jan 8th 2005 at 8:46pm
It looks interesting, but I don't see any evidence of vertical gameplay. While some rooms are certainly better like that (dm_lockdown's showers, and even they have a tiny bit), there should be some varied elevation to shoot from. The lighting could use some work as well, dm_lockdown is a great example for that as well. For example, use more light_spotlights (or whatever that non-volumetric entity is).
I like that room in the last two pics, and I hope you stock it well with props. Some people do complain that new HL2 maps rely too heavily on props, but the fact is that HL2 itself relies heavily on props. Fortunately, it's what makes HL2DM fun.
Last, that third pic could use some good smooth groups. It would really make those columns look cool.

