Re: Dm_Under
Posted by Joe-Bob on
Sat Jan 8th 2005 at 8:46pm
Joe-Bob
member
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Dec 3rd 2004
It looks interesting, but I don't see any evidence of vertical
gameplay. While some rooms are certainly better like that
(dm_lockdown's showers, and even they have a tiny bit), there should be
some varied elevation to shoot from. The lighting could use some
work
as well, dm_lockdown is a great example for that as well. For
example, use more light_spotlights (or whatever that non-volumetric
entity is).
I like that room in the last two pics, and I hope you stock it well
with props. Some people do complain that new HL2 maps rely too
heavily on props, but the fact is that HL2 itself relies heavily on
props. Fortunately, it's what makes HL2DM fun.
Last, that third pic could use some good smooth groups. It would really make those columns look cool.
Re: Dm_Under
Posted by mike-o on
Sat Jan 8th 2005 at 9:48pm
60 posts
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Registered:
Oct 18th 2004
Howd that car get in there?
Re: Dm_Under
Posted by Desert Gunner on
Sat Jan 8th 2005 at 11:38pm
Posted
2005-01-08 11:38pm
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Registered:
Nov 30th 2004
Location: United States
I love the car crashing through the cieling!!!
Re: Dm_Under
Posted by DrGlass on
Sun Jan 9th 2005 at 12:11am
Posted
2005-01-09 12:11am
DrGlass
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Dec 12th 2004
Occupation: 2D/3D digital artist
Location: USA
Indeed, I just finished a section with some good elevation.
I am having a very hard time with the lights, the fact is that all of
those lights are light_spot. I dont know if texture lighting
still dosn't work or what. I think I will take some of the glow
sprites out, they can be a little much is some areas.
I'll have some more pics soon.
Re: Dm_Under
Posted by Joe-Bob on
Sun Jan 9th 2005 at 5:36am
Joe-Bob
member
180 posts
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Dec 3rd 2004
Hmm, I suppose you could always check your lights.rad file and make
sure that there are textures in there... and I think that maybe RAD
tells you how many textures you have in that file... I think the
default is like 40 or so.
Re: Dm_Under
Posted by DrGlass on
Sun Jan 9th 2005 at 4:09pm
DrGlass
member
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Dec 12th 2004
Occupation: 2D/3D digital artist
Location: USA
yeah it says 40, but they really dont work like they should. Then
again I'm only using the simple default compile options... I wish I
could get batch compiler to work.
Re: Dm_Under
Posted by habboi on
Sun Jan 9th 2005 at 4:23pm
habboi
The Spammer of Snarkpit
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Location: United Kingdom
I like the car that has crashed and the third pic looks great with all the walls and floors destroyed!
Well Done :biggrin:
Re: Dm_Under
Posted by Dark|Killer on
Sun Jan 9th 2005 at 4:46pm
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Dec 22nd 2004
Occupation: Student
Location: Dubai (Middle East)
Wow nice map...keep up the good work, i like the architecture....
Re: Dm_Under
Posted by Tracer Bullet on
Sun Jan 9th 2005 at 6:47pm
2271 posts
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Registered:
May 22nd 2003
Occupation: Graduate Student (Ph.D)
Location: Seattle WA, USA
If you want to get more contrast from your light_spot ents, you should set their falloff value to "linear". My experience has been that the HL2 spots just aren't bright enough otherwise.
Screen 1
<BLOCKQUOTE dir=ltr style="MARGIN-RIGHT: 0px">
Nice touch :smile:
[/quote]
Screen 2
<BLOCKQUOTE dir=ltr style="MARGIN-RIGHT: 0px">
I don't much like this shot. I think the red light is too strong, and I can't see where it is coming form, which bothers me. Those concrete supprts on the left seem very wrong to me. I don't like the shape, and I don't like the texture you have used. In another setting, they might be great, but they look far to clean and artsy for a nasty rusty sewer! I think part of the problem is that it is just too square. If you remove those silly pillars, that is one boxy hallway.
[/quote]
Screen 3
<BLOCKQUOTE dir=ltr style="MARGIN-RIGHT: 0px">
Very nice. I still don't like the shape of that pillar on the left, but it fits much better into the rest of this shot.
[/quote]
Screen 4 & 5
<BLOCKQUOTE dir=ltr style="MARGIN-RIGHT: 0px">
Overall I like it, but I think you need to tone down the glow around your red lights. try loooking at a light in real life. It only has a "glow" to it in the sense that these sprites give if it is very bright! Your red lighting is an accent, and the lights are very dim. Because of this the glow just looks wrong. I also think you ought reduce the red lighting a tag, and as I said above, make those light_spot ents use linear falloff.
[/quote]
This is showing some good promise. Keep it up. :smile:
Re: Dm_Under
Posted by Agent Smith on
Mon Jan 10th 2005 at 5:06am
803 posts
449 snarkmarks
Registered:
Aug 30th 2003
Occupation: Uni Student
Location: NSW, Australia
Looking good. Some of those shots, particularly 3, 4 and 5, look very
quakish, which can be a good thing if your going for that kind of
theme, but can be negative if you trying for realism. I'd recommend
looking up some pictures of sewers for a reference, as its the best way
to create a realistic scenario, even if your map is composed of various
different style sewer scenes.