A few concept shots of re-texturing. Nothing really changed since my last post, but I made a few screens that I think illustrate the direction I've been going with texturing so far.
Basically, I tried to replace every single use of the default concrete texture (you can see in almost every part of the map) with a different, more interesting texture. A lot more metal textures made it in that way. Probably I got too excited about the corrugated sheet iron textures (they're colorful and fitting so I used them to cover big parts I didn't really know what else to do with yet). What you can see already is that I tried to get in more color through texturing, hopefully landmarking a few places better. There should also be some windows soon to make the large blocks and walls less cold and useless but I haven't added many yet. Also this is almost solely about texturing and basic composition. No huge level of detail updates yet.
So, here you go:
Biggest change so far: The area around the garbage is now green:
I'm once again betraying my "futuristic style" promise but I found the classic brick texture to fit in a strange way...
Same spot, different POV. Lots of corrugated sheet iron.
If you look close you see a yellowish texture in the background, a few darker, more structured concrete textures and a tiny bit of skybox geometry. But yes, not much new here.
Hopefully, I'll bring the upper parts too screenshot worthy quality sometime soon. On another note: I added a little "cage" for the RPG now. When you open it a red light flashes near the electro switches. I guess that makes the trap a little more efficient. I always had that in mind but couldn't think of an elegant way of implementing it but now it works nicely.
That's it. Beta1 (yea, beta!) should be out late January or February (in
Valve time that means sometime this Summer).