Re: My first half-life map on the net ever!
Posted by Adam Hawkins on
Tue Dec 9th 2003 at 3:29pm
858 posts
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Registered:
Aug 25th 2002
Occupation: Specialty Systems Manager
Location: Chesterfield, UK
From the screenshots in the profile, theres some nice variations on the corridor brushwork - with curves and outcroppings, but i'm guessing there's plenty of room for more detail, as it still seems a little flat.
Lighting is a little simplistic also, casting very generic flat shadows that don't do the design any favours. It's not bad by any means - just comes across a little lifeless.
Finally, you might want to find some new textures before everyone else here gets a butchers and complains about them :wink:
Good luck with it!
Re: My first half-life map on the net ever!
Posted by Orpheus on
Tue Dec 9th 2003 at 3:31pm
Orpheus
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Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
pics show promise, i see solid beginings.
always try to post screens if available, and be sure the r_speeds are on so we can comment accordingly.
welcome to SP
Re: My first half-life map on the net ever!
Posted by DeathMedic3rd on
Tue Dec 9th 2003 at 3:34pm
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Nov 3rd 2003
Location: England
thanks for the advice, i'll put r_speeds on next time. :smile:
how do think i could use lighting to make the map look better?
i'll use more textures next time. :smile:
Re: My first half-life map on the net ever!
Posted by Adam Hawkins on
Tue Dec 9th 2003 at 3:41pm
858 posts
333 snarkmarks
Registered:
Aug 25th 2002
Occupation: Specialty Systems Manager
Location: Chesterfield, UK
Couple of suggestions about lighting.
Make the light fittings smaller (they're a little on the bulky side atm)
Don't just limit light fittings to the ceiling. Use them to accentuate features on the walls/floor. For example, you could have lights on the bottom of the wall shining out onto the floor giving some nice pools of light along the edges of said wall.
Maybe part of the problem with the lighting appearing a little flat is that the walls themselves are flat. Add more stuff to them if the r_speeds will allow it. Light switches, borders, vents (I see you already have one), lights(!), pipes, small alcoves, powerboxes etc.
Make sure they're used in moderation though :smile: While detail is good, too much can make a map cluttered.
Re: My first half-life map on the net ever!
Posted by DeathMedic3rd on
Tue Dec 9th 2003 at 3:49pm
48 posts
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Registered:
Nov 3rd 2003
Location: England
thanks for the advice again. :biggrin:
i'll try and put some lights else where, it's just i run out of ideas and kinda stop :'(
but i have an idea. :smile:
BTW i can't seem to get grunts to follow info_nodes? how?
Re: My first half-life map on the net ever!
Posted by Vash on
Thu Dec 11th 2003 at 8:49pm
Vash
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Feb 4th 2003
Occupation: Afraid of Spiders
Commented in your profile.
Yes, detail would be great :smile: . And by detail, we do not mean fill it up with random crates :S. Try adding arches, keypads, floor trims, etc etc..
Pretty good for a first start.
As Oprheus said, Welcome to Snarkpit.
Re: My first half-life map on the net ever!
Posted by Vash on
Thu Dec 11th 2003 at 9:04pm
Vash
member
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Registered:
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Occupation: Afraid of Spiders
BABTECH_BORDL < Any of 7-9
OUT_WALL2 < 2B-2C
TNNL_FLR1A
LAB1_TRIM
And there are MANY more..Experiment :smile: .