Progress:
Ive been working on elevators and elevator shafts today, aswell as texturing here and there. As far as I can see, the beta should'nt be to far away. However dont expect it to be released this week or something like that...
I dont want to make something hasty =).
I love the window textures and advertising in the background. Put even more of that in. Add some details to the lower areas also. Cover the whole background with bright spots until it looks completely random. I think what makes great sci-fi city settings is that feeling of a "grown" city, of buildings that aren't planned but added to the place over hundereds of years. Right now it looks too much like a single architect built the whole city (actually that's the case :biggrin: ) so maybe you have to "break" the symmetry and architectural styles a bit more.
One more thing I noticed (and I don't know if it's true): Those orange textures look almost exactly like the orange room textures. Maybe I'm just paranoid but make sure you don't get used to the orange room textures too much and accept them as a part of your (finished) level. I don't think the orange color fits with the rest of the level - at all!
Thanks for the feedback, ill definitky add more advertising once Im done with the beta.
The orange textures are made by me and doesnt really look like the dev textures once youre ingame.
Yeah, regarding the orange texture, I like the way it highlights the outside areas, but I feel like you could dirty it up, or add lines to give it some character or something to make it appear different from the default dev texture.
I'm finally getting a sense of the business and complexity of your level, which is amazing.
The warehouse looks better -- but perhaps you could custom model something cool to transport aside from crates?
Ill do what I can to the orange textures. I barely knew anything about photoshop before i started doing the textures to this map, thats why they look a bit ugly. Ill see if I can have some help from some of my very skilled texture artist friends once im done with the beta.
I dont know very much about modelling, and creating stuff for HL2 is far beyond my knowledge, but perhaps I could make someone to do it for me..
some nice shots in there. how are the fps ?
Its kinda hard for me to tell how good the FPS are since ive got a pretty good machine, but compared to lost coast with HDR on, my map has better FPS. And if you compare to dm_neon, it has better FPS aswell.
The 2nd screenshot you posted last page looks a little empty. I'd suggest putting a wall with an open arch doorway with a big glass pane so you can see into that section with the rechargers. Don't make the glass breakable.
Thanks for the advice, i will look into it.
I was just looking at the higher resolution textures over at mapcore, and I finally noticed the fog effects you have going on underneath. I can't believe I never noticed it before, it looks great!
Yes, its been there for quite some time, however its been a real pain in the ass to add the same fog to the 3D-sky. Ill deal with that once the beta is done.