Re: Bloody Ore
Posted by Victor-933 on
Wed Apr 26th 2006 at 7:46pm
128 posts
473 snarkmarks
Registered:
Feb 19th 2006
Occupation: Space Trucker
Location: Space Dallas
I'll probably rewrite the story.. some of the stuff I've added that I'd
like to keep wouldn't fit the current story, like the headcrab canister
that punched a hole in one of the bunk houses
I'm allergic to tequila, it makes me break out in felonies.
Re: Bloody Ore
Posted by Elon Yariv on
Sat Apr 29th 2006 at 6:24pm
130 posts
63 snarkmarks
Registered:
Mar 4th 2006
So make the inside area not grassy but muddy. The iron ore clean and light it much better if it's not abandoned. And by that I mean that most of the whole area will be lighted not only a few desolated spots.
Elon Yariv
Re: Bloody Ore
Posted by Victor-933 on
Mon May 1st 2006 at 12:36am
Posted
2006-05-01 12:36am
128 posts
473 snarkmarks
Registered:
Feb 19th 2006
Occupation: Space Trucker
Location: Space Dallas
I take each and every one of these ideas into consideration -- often
trying it out. If I like it, it stays. For example, I've made it muddy
as hell now.
A few other changes include doubling the depth of the mine shaft to
3000+ units, although only 1800 of them are "accessible"; that is, the
elevator only goes down to the first level. The second level is flooded
and has corpses floating in the water.
Also, I've added crab canisters to show the Combine's "Ravenholming" of the mine -- I plan to rewrite the story.
There are also several more weapons, supply caches and some secrets..
I'm allergic to tequila, it makes me break out in felonies.
Re: Bloody Ore
Posted by Elon Yariv on
Mon May 1st 2006 at 7:05pm
130 posts
63 snarkmarks
Registered:
Mar 4th 2006
Please post more pics of the room at the top of the shaft that enters the mines.
Elon Yariv
Re: Bloody Ore
Posted by Victor-933 on
Thu May 4th 2006 at 11:04am
Posted
2006-05-04 11:04am
128 posts
473 snarkmarks
Registered:
Feb 19th 2006
Occupation: Space Trucker
Location: Space Dallas
New screenshots. It's dusk now, and I've gotten both the 3D skybox and an env_sun to work. Retextured some of the buildings.
Elon Yariv: I made sure to include a shot of the shaft entrance
I'm allergic to tequila, it makes me break out in felonies.
Re: Bloody Ore
Posted by reaper47 on
Thu May 4th 2006 at 6:38pm
2827 posts
1921 snarkmarks
Registered:
Feb 16th 2005
Location: Austria
Ahh finally I can see. :smile:
The first thing that strikes me, visually, is the boxiness of the surroundings (skybox). You need to break that up! Try to "cut off" a part of the square shaped layout, add a landmark in the distance with a few seperate hills instead of a constant "wall" of grassy terrain.
The buildings themeselves look nice now, maybe there could be a little more cover in the between areas, also vertical gameplay seems to be hardly existing in the outside. Again, I think it would be a good idea to make the roofs of these buildings easily accessible.
Re: Bloody Ore
Posted by Elon Yariv on
Thu May 4th 2006 at 7:25pm
130 posts
63 snarkmarks
Registered:
Mar 4th 2006
Add more detail to the skybox, it's really horrible. Adding more detail wont raise the R_speeds alot since this is a 3Dskybox. :wink: By detail I mean that you MUST add displacments to the skybox, it's really flat. No plot of dirt in the wild is flat.
Add mountains and big hills to make it look better. Add small detail like bushes,bolders and trees.(the texture isn't enough, it now looks really strange, a few tree models will be enough though) Add a train track in the skybox, to make it look logical.(nobody will make such a long tunnel(from the mine until the horizon)) Remember, train tracks are usally on raised dirt.(no grass)
Edit:
The walls in the room at the top of the shaft are really bland, do something to spicen them up. Don't know what though. Maybe lots of horizantal and vertical support beams. The main problem with the walls in the junction with the floor, I can't tell what about the ceiling for It's not in the screeni.
Elon Yariv