Posted by
Riven on
Fri May 25th 2012 at 6:25pm
Looking really nice! I'm looking forward to really playing this one.
Following comments are from the screenshots only: (as of May 25, 2012)
[*]The SShots look really interesting, and the locations believable. The fog does tend to cut away a bit from the distant objects, but I know that's simply an obstacle of the Source engine more than anything. To compensate for that though I would ease up on the fog just a little bit, or try giving it a duo-tone color scheme with farther distances something a shade darker. That might give a little more visual interest to the far away objects and their silhouettes.
[*]Visual appeal is definitely there with the detailing of otherwise flat surfaces. (e.g. the indention of vents (2nd pic); rounded corners; visual structure and trim textures lining the verticals (3rd pic). All-in-all fairly detailed without really taking anything away from it. It's a good balance methinks. Nit-pick alert: (3rd pic) the steps feel too close together (the risers aren't tall enough [maybe just two steps]) and the stringers (side 'borders') of the steps feel fairly chunky and read as bad brushwork rather than a poured slab of concrete).
[*]The last pic sold me though. I can't wait to play this. The tree in the back reminds me about where it might be located, which goes with the rusting corrugated metal in the back. It's a scene of once lost industry. It captures the Half-Life feel when you can imagine a scene like this being once this bustling industry or working water lock. The choice of locale definitely gives this scene a sense of history which is what a mapper should be shooting for in a narrative SP map.
Thanks for posting, and I'll be sure to post some comments upon playthrough! (maybe even a demo, if you'd like).