Maybe instead of having actual ducts or supports up on the roof (that seems pretty cliche at this point) you could use a dark texture to highlight certain areas or trim the windows.
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Thankyou for your reply Reaper47
I fixed up the ground added some background crap added in some power lines and gave the rocks some height variation
Sadly i dont think the map is going anywhere but i had alot of fun with it
Posted by reaper47 on
Fri Aug 25th 2006 at 10:57am
The rocks look like a good example of HL1 low polygon rock modeling. SOme height variation would be nice. I'm not sure about the tile textur at the bottom of the rails. SHouldn't that just be some dark concrete?
Posted by Mr.INSANE on
Fri Aug 25th 2006 at 4:15am
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Well Anyways theres that reconstruct comp going on over at TWHL its for source but i figure id try my hand in classic HL1
Its not much really but it was all done in quark everything was done brush by brush and im pretty damn proud of my vertex manipulation im going to give it some more work and see if i can get a good reconstruct map
That's fine Orph, I'll agree the architecture is a little lacking and
unoriginal, but that it is also too early to tell. When there is more
progress, i'll be back, but I want far more before my next updates.
whispers
Never overwrite. Not everyone has the luxury of being here every day. :sad:
As to the images.... My first thought is, "Gwil is stuck in the same rut I am in. It looks like 5 year old architecture with HL2 textures on them"
My second thought, and the one I am going to stick by for now, The map is way to young to have any discernible input of any value so I will shut up about its architecture. Consider my first impression a reflection of my own inadequacies.
Cheers for the heads up AtM - I did overwrite the original shot as it
happens :smile: Development has continued since then, and in response to
reaper - i will be starting a new thread when I have developed the
indoor areas and got some proper lighting in.