Re: op4_forestv2
Posted by Gorbachev on
Thu May 27th 2004 at 5:37am
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Needs some lighting work, it's just bright, excessively bright.
Re: op4_forestv2
Posted by Forceflow on
Thu May 27th 2004 at 6:05am
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Yep ... almost Fullbright ... and if that are supposed to be pipelines, get a darker texture for them.
The Waterfall is a nice idea, but maybe the water should look a little more ... like water.
Needs some work; I looked at their previous maps, and they have better lighting ... use the force, Luke :smile:
Re: op4_forestv2
Posted by $loth on
Thu May 27th 2004 at 6:57am
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cass.... I sense that you have some problems, get some professional help :wink:
pic 1.
The trees well, do't look like trees, get some other textures or maybe use one of the {tree textures.
The rock on the left has a bit of bad texturing, mainly that it is strectched.
pic 2.
get some borders in them windows, and have some stairs or a ramp going onto the platform with the barrels n crates, split it up a bit with some different textures
pic 3.
The water in the water fall seems to me that it is a little too see through,darken it up, as with the lighting in the map [do you have a light eviroment in there?] Lighting can work wonders in some of the most hideous maps
/me thinks of fy_iceworld :rolleyes:
best of luck :smile:
Re: op4_forestv2
Posted by Kage_Prototype on
Thu May 27th 2004 at 7:37am
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The two main problems I can see are the textures and lighting. With textures, some of them are so stretched out that it looks awful. With lighting, ther's absolutely no shadowing, no contrast. It's like you didn't even run RAD.
Re: op4_forestv2
Posted by Myrk- on
Thu May 27th 2004 at 11:48am
Posted
2004-05-27 11:48am
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Try and get some tree prefabs or construct some similar ones to other maps... I would usually advise against making forest maps when your still reasonably new to HL editing- creating realistic natural terrain with HL is hard work.
Also try and spink up that waterfall area, could become really good.
Re: op4_forestv2
Posted by Leperous on
Thu May 27th 2004 at 3:49pm
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Align some of those textures to world too, and don't make cliffs out of grass either.
Re: op4_forestv2
Posted by Ronin on
Thu May 27th 2004 at 6:32pm
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Thanks for the input guys, one thing though...the lighting...well RAD wont run. I keep getting a memorie allocation error so my lighting is really bright, b/c RAD wont run. In the first version the lighting worked really well. And i will see what i can do about the textures. Thanks for the input guys!
Re: op4_forestv2
Posted by 7dk2h4md720ih on
Thu May 27th 2004 at 6:38pm
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You're getting the memory allocation error because you have leaf portals seeing into leafs. Fix those and all will be well.
Re: op4_forestv2
Posted by Ronin on
Thu May 27th 2004 at 6:43pm
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Ahhh, thanks Alien_Sniper, I appreciate that!
Re: op4_forestv2
Posted by 7dk2h4md720ih on
Thu May 27th 2004 at 6:53pm
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Heh no problem, good luck getting it sorted and don't forget to use the database for your editing problems! :smile:
Re: op4_forestv2
Posted by omegaslayer on
Thu May 27th 2004 at 11:46pm
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Ya once you get over that lighting problem (saw it it Editing board) then the map will look great (reminds me a little of MGS3), as for a suggestion, make the ground more "realistic" by adding climbs and ditches, and maybe even hills. :biggrin: But all in all very well thought out map.
Re: op4_forestv2
Posted by parakeet on
Fri May 28th 2004 at 2:52am
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Its great but with HLCC you can compile new wad files other than Halflife.wad that more fit the forest environment
Re: op4_forestv2
Posted by Ronin on
Sat May 29th 2004 at 6:32pm
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Once again thanks for the input guys, i appreciate it. I can see that im getting better b/c now instead of you guys telling me to use other than 3 textures im getting more comeplex suggestions. :biggrin:
Re: op4_forestv2
Posted by JFry on
Sat May 29th 2004 at 7:41pm
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looks alot nicer with rad run :razz: . I agree with omega about the ground. Try looking for a tutorial explaining the triangle method. Also the canopy overhanging everything looks ok but it could use more depth. I'd take out a section or two and add a few sections that are lower. Speaking of the canopy, it doesn't really blend well where it meets the walls. Perhaps throw up some more shrubbery or something in the corner to cover this up. The bunker looks pretty cool if a bit boxy. Normally crates are frowned upon but I think they look fitting here. Try adding some lights on the exterior and some trim on the building to offset the cuboid shape of it.
Re: op4_forestv2
Posted by Gwil on
Sat May 29th 2004 at 8:10pm
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If you are planning to use/include crates in your map as cover, or detail - make sure you change them to world brushes, and don't be afraid of rotating them :razz: When everything is straight and square, it becomes a little boring.
Also, curvature and winding paths make for better gameplay
Re: op4_forestv2
Posted by Ronin on
Mon May 31st 2004 at 1:12am
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Once again guys thanks for all your input. As for the whole forest theme, its kinda a pet project of mine, expect another update in the near future. I really like this map and im sure a lot of other people do to. I know its not the best map and yes its still in a box, but im getting there. My next step is custom textures and better forest textures along with a winding river (instead of straight) and a more realistic waterfall.
Re: op4_forestv2
Posted by Dred_furst on
Fri Jun 4th 2004 at 4:59pm
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I think he has, its just bright.