HL-Submerged

HL-Submerged

Re: HL-Submerged Posted by Tailgunner on Sat May 15th 2004 at 9:58am
Tailgunner
17 posts
Posted 2004-05-15 9:58am
17 posts 32 snarkmarks Registered: Sep 9th 2003 Occupation: Servicetechnician Location: Sweden
This is just soem stuff, I ve been playing around with his WAD. the jpg converter f***cked up the gamma. but still C&C is welcome!

User posted image
User posted image
User posted image
User posted image
Re: HL-Submerged Posted by Orpheus on Sat May 15th 2004 at 10:48am
Orpheus
13860 posts
Posted 2004-05-15 10:48am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
the top screen is pretty snazzy, the rest are blah..

get some better textures, perhaps that will spruce them a bit..

keep hacking at it, looks well worth the effort to me :smile:
Re: HL-Submerged Posted by scary_jeff on Sat May 15th 2004 at 11:26am
scary_jeff
1614 posts
Posted 2004-05-15 11:26am
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
All looks great to me. Kind of like natural selection. Your metal floor texture looks a bit stretched/blury, but other than that, good work. I like that water texture a lot.
Re: HL-Submerged Posted by wil5on on Sat May 15th 2004 at 12:02pm
wil5on
1733 posts
Posted 2004-05-15 12:02pm
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
Looks a lot better than the map I'm working on now. Default HL textures and slightly boxy architecture arent exactly purty...

I like the textures... hey... why is the hud in the last pic drawn on? :lol:
Re: HL-Submerged Posted by ReNo on Sat May 15th 2004 at 2:08pm
ReNo
5457 posts
Posted 2004-05-15 2:08pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
SHOT 1
Really nice, the only thing I'd suggest changing is that explosion decal you have on the left wall - you've placed it somewhere that it gets cut off and it looks odd. Put it further along the wall so the entire thing is visible.

SHOT 2
Nice enough, just a bit empty really.

SHOT 3
Another really nice area, very atmospheric. One thing I'd suggest is toning down the render fx on those windows, they look a tad bright. I know the rooms on the other sides are bright and so this sort of helps suggest that, but in the case where you can only see the window and not the other room (such as is the case for the left window) it looks really bad.

SHOT 4
In my opinion, that handrail has to go - it looks like its blocking access to the computers entirely rather than acting as a buffer (which I assume its meant to). The scene also looks cluttered - the horizontally bars texture which repeats loads makes the scene look too busy and the support beams underneath these don't help.
Re: HL-Submerged Posted by Captain P on Sat May 15th 2004 at 2:10pm
Captain P
1370 posts
Posted 2004-05-15 2:10pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
The metal floor texture seems either strangely lit or bad-tiling. Some good textures (monitors on the wall) but also some bad ones (floor).

I must say I like the second shot the most, it has good lighting and nice colors. Looks good.
Re: HL-Submerged Posted by Orpheus on Sat May 15th 2004 at 2:20pm
Orpheus
13860 posts
Posted 2004-05-15 2:20pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
well there you go. no one in total agreement, and lots of feedback.

its nice to see a map where not everyone is cow eyed over it :smile:
Re: HL-Submerged Posted by Crackerjack on Sat May 15th 2004 at 8:24pm
Crackerjack
264 posts
Posted 2004-05-15 8:24pm
264 posts 126 snarkmarks Registered: Feb 28th 2003 Location: DC
Looks great, the only shot i think really needs a make over is.... the last one.. It just looked completely out of place when I viewed it last. Just redo that section and u will be golden, the rest is real nice.
Re: HL-Submerged Posted by Crono on Sat May 15th 2004 at 8:26pm
Crono
6628 posts
Posted 2004-05-15 8:26pm
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
It just seems like the ceilings in all the shots are what had the most concentration of work. If you replicated the amount of effort on the floors (and some of the walls) it would look amazing.
Re: HL-Submerged Posted by Tailgunner on Sat May 15th 2004 at 11:14pm
Tailgunner
17 posts
Posted 2004-05-15 11:14pm
17 posts 32 snarkmarks Registered: Sep 9th 2003 Occupation: Servicetechnician Location: Sweden
Thanx for the feedback yea I agree with the last one the thing is I had already deleted the rail even before I popsted here, but i wrote the wrong link, so:
User posted image

and here is a new one for you.

User posted image
Re: HL-Submerged Posted by Crono on Sat May 15th 2004 at 11:30pm
Crono
6628 posts
Posted 2004-05-15 11:30pm
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
and here is a new one for you.

User posted image
Now that looks bad ass .... except for the floor texture (in the middle, the sides look great) :biggrin:

I'd say get a new floor texture and it will durastically improve the look and detail of the map.

But damn, this is looking good so far, nice job, gunner.
Re: HL-Submerged Posted by Orpheus on Sat May 15th 2004 at 11:53pm
Orpheus
13860 posts
Posted 2004-05-15 11:53pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
people severely underestimate the "generic" section of the default HL textures... use one of those...
Re: HL-Submerged Posted by scary_jeff on Sun May 16th 2004 at 1:30am
scary_jeff
1614 posts
Posted 2004-05-16 1:30am
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
Agreed, some of those ('generic') are actually fairly detailed.
Re: HL-Submerged Posted by salFPS on Sun May 16th 2004 at 1:50am
salFPS
12 posts
Posted 2004-05-16 1:50am
salFPS
member
12 posts 1 snarkmarks Registered: Aug 29th 2003
wow, lookin' good :smile:
Re: HL-Submerged Posted by wil5on on Sun May 16th 2004 at 6:13am
wil5on
1733 posts
Posted 2004-05-16 6:13am
wil5on
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1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
Orpheus said:
people severely underestimate the "generic" section of the default HL textures... use one of those...
People severely underestimate ALL the HL textures... Its just a matter of using them right.
Re: HL-Submerged Posted by Leperous on Sun May 16th 2004 at 9:10am
Leperous
3382 posts
Posted 2004-05-16 9:10am
Leperous
Creator of SnarkPit!
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3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
Much better, pillars = win in my opinion, make playing it a bit more interesting :smile: Hope your connectivity is good around that room too...
Re: HL-Submerged Posted by 7dk2h4md720ih on Sun May 16th 2004 at 1:19pm
7dk2h4md720ih
1976 posts
Posted 2004-05-16 1:19pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
User posted image
That pic looks a bit crowded with lights.

Overall it's looking very pretty. Do you have any rooms done or is it a big maze of halls? :smile:

edit: Last screen looks like a bit of a room. eats words
Re: HL-Submerged Posted by ReNo on Sun May 16th 2004 at 2:08pm
ReNo
5457 posts
Posted 2004-05-16 2:08pm
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
That last shot looks like it could provide some potential vertical play if you added an upstairs floor on the sides. Just something to think about :smile: I think A_S might be right about there being too many lights - I think the ones on the sides of the sides of the pillars are too much.
Re: HL-Submerged Posted by scary_jeff on Sun May 16th 2004 at 3:58pm
scary_jeff
1614 posts
Posted 2004-05-16 3:58pm
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
I thought that as well. The strip lights on the pilars don't seem to be illuminating the surroundings atm all anyway (ceiling and floor being lit by something blue).
Re: HL-Submerged Posted by Captain P on Sun May 16th 2004 at 6:47pm
Captain P
1370 posts
Posted 2004-05-16 6:47pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
About the lights: the amount of colors make it look funky. Not completely what I would suspect in such an environment. I think it's those two red lights in the middle. They don't seem to fit there. I think.
Re: HL-Submerged Posted by Junkyard God on Fri Nov 5th 2004 at 8:19pm
Junkyard God
654 posts
Posted 2004-11-05 8:19pm
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
WOW, that looks verry nice m8, some realy nice architecture there, i like the part with all the water too, verry nice m8, keep it up :D