px_harbinger

px_harbinger

Re: px_harbinger Posted by Hugh on Wed Aug 4th 2004 at 8:42pm
Hugh
900 posts
Posted 2004-08-04 8:42pm
Hugh
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900 posts 207 snarkmarks Registered: Oct 25th 2003 Occupation: College Student Location: Amerika
Comment away you lovable goons.

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Re: px_harbinger Posted by Campaignjunkie on Wed Aug 4th 2004 at 8:48pm
Campaignjunkie
1309 posts
Posted 2004-08-04 8:48pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
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
900 posts
Posted 2004-08-04 8:50pm
Hugh
member
900 posts 207 snarkmarks Registered: Oct 25th 2003 Occupation: College Student Location: Amerika
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
Campaignjunkie
1309 posts
Posted 2004-08-04 8:55pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
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
Forceflow
2420 posts
Posted 2004-08-04 9:13pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
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
ReNo
5457 posts
Posted 2004-08-04 9:19pm
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
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
7dk2h4md720ih
1976 posts
Posted 2004-08-04 10:17pm
1976 posts 198 snarkmarks Registered: 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
Monqui
743 posts
Posted 2004-08-04 11:16pm
Monqui
member
743 posts 94 snarkmarks Registered: Sep 20th 2002 Occupation: Poor College Student Location: Iowa, USA
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
BlisTer
801 posts
Posted 2004-08-04 11:36pm
BlisTer
member
801 posts 1304 snarkmarks Registered: Jun 10th 2004 Location: Belgium
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
G.Ballblue
1511 posts
Posted 2004-08-24 12:09am
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
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
Pvt.Scythe
730 posts
Posted 2004-09-22 11:42am
730 posts 113 snarkmarks Registered: Sep 19th 2004 Occupation: student Location: Finland
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
Gorbachev
1569 posts
Posted 2004-09-23 4:43am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
The railing in the first picture is pretty nasty. A thinner, black/silver type of rail would be a smoother fit for the area.