[map] Station #4

[map] Station #4

Re: [map] Station #4 Posted by Toast King on Sat Apr 1st 2006 at 2:35pm
Toast King
139 posts
Posted 2006-04-01 2:35pm
139 posts 83 snarkmarks Registered: Mar 20th 2006 Location: South Africa
This is a a discussion topic for the map "Station #4" by Toast King which can be found here

Map description:

Here is a fast map for 2 players. Pretty high detailed (Look at the walls in the starting place =] ) and quite small. Each person starts in their own little room ,then comes out to fight in a arena thing.
Credits goes towards the maker of "Somewhere Else" for his texures. Enjoy =]

[Please click URL, then download from there. I dont think Freewebs allows hotlinking]

Map screenshots:
Loading embedded content: Map #2517
Re: [map] Station #4 Posted by Orpheus on Sat Apr 1st 2006 at 7:48pm
Orpheus
13860 posts
Posted 2006-04-01 7:48pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Re: [map] Station #4 Posted by Belgarion on Sun Apr 2nd 2006 at 7:14am
Belgarion
108 posts
Posted 2006-04-02 7:14am
108 posts 41 snarkmarks Registered: Jun 27th 2005 Occupation: unoccupied Location: USA
I think it looks cool, but still needs work. you've got nice brushwork, now add small bits of detail for light fixtures and such to make it more interesting. and uhhh.. really long hallways aren't so cool usually.
Re: [map] Station #4 Posted by Toast King on Sun Apr 2nd 2006 at 7:56am
Toast King
139 posts
Posted 2006-04-02 7:56am
139 posts 83 snarkmarks Registered: Mar 20th 2006 Location: South Africa
I must read the detailing tutorial again =P
Hmm, this will proberly one of my last maps for HL1 because then I will be mapping for source. Yeah! Getting HL2 in 3 days time ^_^
Re: [map] Station #4 Posted by Addicted to Morphine on Sun Apr 2nd 2006 at 1:28pm
Posted 2006-04-02 1:28pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Toast King, I really like these textures, and like how they give depth to an otherwise simple hallway/main room. I also like the light you have running along the ceiling, except in the second shot it doesn't really seem like it's casting light... as in the room just seems lit but there aren't many shadows or light contrast. I guess thats the downside of texlighting.

I think you could definitely add some more lighting variety. I like the green light in the first shot (what is that coming from anyway?) and I think other small touches of colored light would look good. I've always liked blue and red for futuristic maps as long as they're used as subtle highlights and not room lights. I love TFC, maybe that's why I love red and blue :)