Re: Breakoffice
Posted by Supa on
Wed Aug 24th 2005 at 4:35pm
14 posts
51 snarkmarks
Registered:
May 18th 2005
Hello,
I have been playing allot of MoonQuake's
de_thematrix and was inspired by his office scene to make this
map. It is a three story breakable office
building.
An interesting technical features of this map is cascading breakables.
Shoot a window and it breaks, break the wall that supports the window
and they both break. Same for cubicles and the floors beneath
them.
Let me know what you
think.
Supa
Re: Breakoffice
Posted by Junkyard God on
Wed Aug 24th 2005 at 5:28pm
654 posts
81 snarkmarks
Registered:
Oct 27th 2004
Occupation: Stoner/mucisian/level design
Location: The Nether Regions
try using some exciting textures / less blocky shapes, it looks very boring and undetailed.
it's something most people could make for half life 1.
Hell, is an half-filled auditorium
Re: Breakoffice
Posted by Myrk- on
Wed Aug 24th 2005 at 6:15pm
Myrk-
member
2299 posts
604 snarkmarks
Registered:
Feb 12th 2002
Occupation: CAD & Graphics Technician
Location: Plymouth, UK
Looks like a good start, but don't stop! Keep adding detail and improving the map.
-[Better to be Honest than Kind]-
Re: Breakoffice
Posted by rs6 on
Wed Aug 24th 2005 at 8:37pm
rs6
member
640 posts
94 snarkmarks
Registered:
Dec 31st 2004
Occupation: koledge
Location: New Jersey, USA
work on the lighting too. It looks too bright and too white.
Re: Breakoffice
Posted by Junkyard God on
Thu Aug 25th 2005 at 1:08pm
654 posts
81 snarkmarks
Registered:
Oct 27th 2004
Occupation: Stoner/mucisian/level design
Location: The Nether Regions
also try adding a 3d skybox, that realy imroves the atmpsphere of the map
Hell, is an half-filled auditorium
Re: Breakoffice
Posted by Myrk- on
Thu Aug 25th 2005 at 1:42pm
Myrk-
member
2299 posts
604 snarkmarks
Registered:
Feb 12th 2002
Occupation: CAD & Graphics Technician
Location: Plymouth, UK
And the door looks 2 stories tall come to think of it.
-[Better to be Honest than Kind]-