Re: px_harbinger
Posted by Campaignjunkie on
Wed Aug 4th 2004 at 8:48pm
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Geeze, you sure whored Echo's grates enough, eh? :smile:
Looks okay. Not much of a fan of some of the textures you're using
though, specifically that than2 industrial or whatever. Definately need
some color variation with the lights. You might also want to test how
well the monsters move around and make sure it's fairly spacious (HL
monsters are, um, notoriously stupid sometimes).
Re: px_harbinger
Posted by Hugh on
Wed Aug 4th 2004 at 8:50pm
Hugh
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Jebus Christ, it's scary how you just know what the textures are... very scary indeed. And so you know, red lights being grates are in other things besides Echo. :wink: Such as... this map. Hrmm.
Re: px_harbinger
Posted by Campaignjunkie on
Wed Aug 4th 2004 at 8:55pm
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Well, it's more specifically the fact that it looks like the same
texture used in Echo along with being rotated 45 degrees that reminds
me specifically of Echo. :biggrin:
As for knowing what the textures are: I've scoured the net looking for
textures, so I can recognize a bunch as a horrible consequence. Looks
like you're also using some textures from mataleone's set as columns
(don't use the vents from that set, BTW - 80x64 vent textures = no
good)
along with various textures from evil-lair / HFX. Muahahaha. :smile:
Re: px_harbinger
Posted by Forceflow on
Wed Aug 4th 2004 at 9:13pm
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It's nice, it's clean. Not outstanding, but well worth the title "map".
Re: px_harbinger
Posted by ReNo on
Wed Aug 4th 2004 at 9:19pm
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I think the textures bring this down - there are quite a few clashing choices, and in general I agree with CJ that the than industrial textures really kinda suck. I guess I'm just not a fan of brown textures, I always go for more grey ones instead (eg. shaderlab or hfx/evil_lair).
Brushwork is looking ok but not outstanding, I feel you had some more interesting things going on in Zeromancer, but perhaps its just you used the default textures better than you are using these ones. Lighting looks ok also - interesting in parts while uninspired and basic in others (such as the first screenshot).
Re: px_harbinger
Posted by 7dk2h4md720ih on
Wed Aug 4th 2004 at 10:17pm
Posted
2004-08-04 10:17pm
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Oct 9th 2001
This is a really good start. Your lighting is good but I'd tone
it down a notch, so there's a little more darkness and a lot more
atmpsphere. At the moment it's just adequately bright everywhere with
small pools of slightly brighter light.
All the architecture is fine except all the walls meet the floor at a
90 degree angle. Try and add a little variation to make them gel
together better.
Re: px_harbinger
Posted by Monqui on
Wed Aug 4th 2004 at 11:16pm
Posted
2004-08-04 11:16pm
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It's nice, but it's looking too clean-looking at the moment, in my mind at least. Everything just looks so sterile. It's a bit of the combination of the lighting and the textures that does it for me. Nothing really pops...
Re: px_harbinger
Posted by BlisTer on
Wed Aug 4th 2004 at 11:36pm
Posted
2004-08-04 11:36pm
BlisTer
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most wall textures are from fox1's parox wad.
(i commented on the parox boards)
for most things i agree with alien_sniper
Re: px_harbinger
Posted by G.Ballblue on
Tue Aug 24th 2004 at 12:09am
Posted
2004-08-24 12:09am
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I'm not entirely sure how old this thread is .... but since there seems to be a descent amount of Parox maps cropping up, I downloaded the mod - only to find a WON only version. :\ Steam version???
Re: px_harbinger
Posted by Pvt.Scythe on
Wed Sep 22nd 2004 at 11:42am
Posted
2004-09-22 11:42am
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The "WON only version" you're talking about works in Steam too. Just copy the parox folder to your SteamApps/Half-Life folder.
Re: px_harbinger
Posted by Gorbachev on
Thu Sep 23rd 2004 at 4:43am
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The railing in the first picture is pretty nasty. A thinner, black/silver type of rail would be a smoother fit for the area.