Baal-Peor's Edom Approaches

Baal-Peor's Edom Approaches

Re: Baal-Peor's Edom Approaches Posted by baalpeor on Fri Dec 31st 2004 at 3:02am
baalpeor
34 posts
Posted 2004-12-31 3:02am
baalpeor
member
34 posts 43 snarkmarks Registered: Dec 6th 2003 Occupation: Deeze Location: Atlanta, GA
Looking for some feedback on my latest Half-Life Deathmatch level
entitled EDOM APPROACHES. Here's some info from the included text file:
**-= BAAL-PEOR'S EDOM APPROACHES ([color=red]beta) for HALF-LIFE =-**[/color]
------General Information--------------------------------------------

Title : Baal-Peor's Edom Approaches (Beta Release)
Filename : bp_hl_edom_beta.zip (612 KB)
Author : Baal-Peor
Author Email : bp@baal-peor.gq.nu
Home Page : baal-peor.gq.nu
Description : Half-Life Deathmatch
Release Date : 12-30-04

------Map Information------------------------------------------------

This map originally started out as "Concave Monastary" and consisted
of a simple room with lots of arches and stained glass. I have since
expanded that small beta release and added an upper corridor (with
sacrificial alter, no less) and another side wing.

There's no original Half-Life textures in this BSP whatsoever and
the 49 new graphics are compiled within the BSP itself. A few
textures are taken from Heretic II by Raven Software and remain the
respective property of RavenSoft. The remaining graphics are by
Baal-Peor and are a collection of textures selected from both "The
Lost WADs" series (Doom II) and "GWAR Game 2004" (Half-Life).

All critiques are greatly welcomed and you may comment on this map @

http://www.snarkpit.com/maps.php?map=610

or

http://baalpeor.proboards26.com/index.cgi?board=rant

Anyone down for doing some fragging in this bad-boy with me -- hit
me up! I prefer deathmatching after 4:20 but who knows for sure?

HINT: This map is "sort of" Single-Player, too!
Re: Baal-Peor's Edom Approaches Posted by Myrk- on Fri Dec 31st 2004 at 2:40pm
Myrk-
2299 posts
Posted 2004-12-31 2:40pm
Myrk-
member
2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
Lighting bleeds a little too much. Could do with some sprite work on lights and also some nice light spots.
Re: Baal-Peor's Edom Approaches Posted by ReNo on Fri Dec 31st 2004 at 2:53pm
ReNo
5457 posts
Posted 2004-12-31 2:53pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Exterior lighting looks completely off for the time of day, you really
ought to be changing the sky to night time or changing the lighting to
daytime. In the third shot, it could look pretty cool if you place a
copy of that stained glass window texture on the floor, and set it to
an additive func_illusionary with a low render value. Might look crap,
but it could be worth experimenting with. The first area really suffers
from repetitive texturing and as Myrk said, pretty poor lighting, but
otherwise looks fairly interesting. Nice idea on the theme, keep it up
:smile:
Re: Baal-Peor's Edom Approaches Posted by baalpeor on Sat Jan 1st 2005 at 9:55pm
baalpeor
34 posts
Posted 2005-01-01 9:55pm
baalpeor
member
34 posts 43 snarkmarks Registered: Dec 6th 2003 Occupation: Deeze Location: Atlanta, GA
Awesome! I'll fix those!

Anyone else out there still have HL1 installed?

Thanks so far!