Posted by BlisTer on Mon Apr 25th 2005 at 4:07pm
i agree with cassius. like the first shot the most. good usage of that silver pipe texture. and the sun coming through the windows. feels hl2 [addsig]
Posted by SpiKeRs on Mon Apr 25th 2005 at 10:08am
From just looking at the thumbnails I at first thought this was a hl2 map, nice work
Posted by ReNo on Sun Apr 24th 2005 at 11:12pm
Now you mention it, I totally agree

[addsig]
Posted by SWATSiLeNt on Sun Apr 24th 2005 at 10:34pm
First screen I love.....Reminds me of the goodol days of splinter cell pandora tommorow online. That map Warehouse if anyone has any experience with the game. Nice work though lookin great
Ren0, thanks for the tips.
About the glows: I dunno whats causing that, theres actually one for each window and they are at a pretty low intensity (60). They look fine here (I can only run in software here, Im not home) but they looked f**ked up at my friends pc (who took the pics).
We also lowered the intensity for like 20 and it still looked f**ked up, so I dont have any idea on how to fix that.
I maybe keeping only one to give the effect of sun.
fraggard: Its for a brazilian contest, the deadline is may 1st I dont think anyone here would be interested but heres the link:
http://www.leveldesign.com.br/forum/index.php?s=535927d9d5abb89761429379b85f0396&showforum=51
Posted by Addicted to Morphine on Sun Apr 24th 2005 at 4:31pm
I like your usage of the HL.wad textures, especially the stacking you've got going on in the third screenshot. I recognized all 3 on the walls but put together they look new.
Posted by ReNo on Sun Apr 24th 2005 at 2:00pm
Looks very nice given the limitations.
Screen 1
The dark line across the pillars just over half way up looks a bit sharp and unrealistic. Looks as if you only have glows on two of the windows - is that just the screenshot, or is there some reason behind it? I also think they might be better toned down a little, but its hard to tell without seeing the map itself.
Screen 2
The architecture out here is kinda boxy. I think you could do something to spruce up the basic forms, particularly with the yellow upper sections. The lowest wall texture looks ugely stretched, but then again, perhaps I'm just getting too used to looking at source maps
Screen 3
Not really got any crits here, except that it is again quite boxy. The walls are very uniform and all use the same texture layering - perhaps you could have some recessed sections in certain layers, or anything to break up the repetition? Not a huge issue and the room looks good as is, but it might help.
Good job though, I'll have to take a run through this sometime.
[addsig]
Posted by Orpheus on Sun Apr 24th 2005 at 8:35am
two thumbs up.
/me likes.. i am commenting strictly off the screens, but it looks promising.
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Posted by Cassius on Sun Apr 24th 2005 at 7:32am
The layout seems a little boxy - that is, the rooms/areas themselves are squarish - but it looks good otherwise.

