Re: HL-Submerged
Posted by Orpheus on
Sat May 15th 2004 at 10:48am
Posted
2004-05-15 10:48am
Orpheus
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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
Posted
2004-05-15 11:26am
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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 ReNo on
Sat May 15th 2004 at 2:08pm
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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
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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
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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
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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
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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 Orpheus on
Sat May 15th 2004 at 11:53pm
Posted
2004-05-15 11:53pm
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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
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Agreed, some of those ('generic') are actually fairly detailed.
Re: HL-Submerged
Posted by salFPS on
Sun May 16th 2004 at 1:50am
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wow, lookin' good :smile:
Re: HL-Submerged
Posted by Leperous on
Sun May 16th 2004 at 9:10am
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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 ReNo on
Sun May 16th 2004 at 2:08pm
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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
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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
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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.