Well, i updated the lighting and Tracer Bullet was very right, the map looks prettier. I think the middle lights need beams of light, but i'm not sure how to do that atm. I probably will put some pipes under the grates of the tunnels or something.
Posted by Tracer Bullet on Sun Feb 20th 2005 at 5:07am
You also ought to spice up the lighting. You don't appear to have any glow, dustmote, or lightbeam effects. I also don't think you are making good enough use of spotlights (I always seem say that)
On the model issue, don't just chuck a bunch of models in because we said so. What you need is detail, not just a bunch of models. They need to fit your theme and blend well with your brushwork. One of the great things about HL2-SP was that it was hard to tell where brushes became models or vis-versa because they matched so well.
I think you have some room for more brush-based detail as well if there are no models that really fit. Most of your spaces seem kind of smallish and as such lacking in detail even for a HL-1 map.
All that said, do not make the mistake of generating clutter! Nothing is more irritating than a map that has so many models tossed about that it is hard to navigate.
[addsig]Ok so you guys think i should put in props?
There are plenty of pipe models that would look nice under the grate of the tunnels....
Posted by Orpheus on Sat Feb 19th 2005 at 11:06pm

still a solid beginning IMO, even if it looks built for the old engine.
/me likes
[addsig]hmm i put in some pretty piping but it took the FPS down.... is there some magic way to put in models?
Posted by Campaignjunkie on Sat Feb 19th 2005 at 10:29pm
I agree. You need to throw a "crapload" of static props in there. It looks really bare, undetailed, and featureless at the moment. Plus, there's no physics props to throw around. I also thought it was HL1. :-
[addsig]
Posted by Addicted to Morphine on Sat Feb 19th 2005 at 8:45pm
hey bobv,
i really like the variations on architecture. the distinct visual style of each area should make it easy to learn the layout of the map. I particularly like the shadows and geometry in the ball room. that being said, i think the map is too dark right now. not to say that every area should be brightly lit, but while keeping the lighting low enough to preserve the mood, i think you should brighten each shot up a bit with a couple additional lights, or just increase the brightness of the existing lights. it seems like it would be hard to make out friend or foe in those dark corridors (especially the sewer type area and the second shot).
this is outstanding for a second map, and i'd like to see more development of this map. how exactly would the one ball ctf style work? kind of like push?
any large open areas planned for this map?
Posted by DrGlass on Mon Feb 14th 2005 at 9:59am
Looking good so far on the layout. <br> <br>The rooms seem emply and bare. decals and overlyas will help break up textures and props will add some depth. Use the google image serch and look for underground sewers or buildings. Try looking up silo pictures, your map seems alot like a cold war era silo.


