Texturing looks a bit repetitive - fairly large unbroken expanses of
them in places, particularly the horizontal spans in that last shot.
Maybe if you broke it up with some vertical pillars using a different
texture, or some alcoves exposing a different texture? Even if it was
using the same texture, the additional faces pointing in different
directions would at least have different lighting to the current flat
surface, which would break it up visually.
It would also give you a bit more potential for your light fixtures; at
the moment they strike me as being a bit simple and look awkward since
they are only small objects stuck onto big flat surfaces. If you had
some smaller components to your architecture then you can incorporate
your light fixtures into them somehow (be it part of the base of a
pillar, or shining down into an alcove, or whatever) and they won't
look so out of place. Get some supplementary colours in there too, as
at the moment you seem to be sticking quite rigourously to yellow. I'd
also suggest dropping the overall light level and making the areas
around the lights themselves brighter - most of them don't appear to
have any immediate effect around the fixtures themselves, but just
contribute to the overall brightness. Maybe I'm being over optimistic
with the control HL1's lighting offers though - Source spoils you a bit
with falloff distances and the like :wink:
Another couple of comments as well. The handrail sections in the last
two shots are hugely long - maybe get some more "structurally
significant" brushwork in at uniform intervals? The wallways out there
could benefit from a trim around the edges too (in HL1, everything
benefits from a trim :biggrin: ), and that could probably be worked into the
"structurally significant" handrail portions somehow too :smile:
Anyway, I'll shut up now - all in all I think the base architecture is
nice (last shot seems very grand in particular) but could use some more
subtle elements and improved lighting.
In answer to your question about the purpose of my map - exactly on the
money. My honours project is to investigate, design and implement an AI
system for background characters to demonstrate social intelligence
(ie. not act like total retards), and I've decided to use HL2 to do so.
HL2's background character AI for non-gameplay issues is pretty much
non-existant, in that all they do is randomly choose and "act busy"
node as placed in the map by hammer and play whatever animation it
tells them to, so it's quite a nice blank slate to work from. Pity
there is all the proper game AI stuff in there to clutter things up and
confuse me no end however!
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