Re: de_defile
Posted by Orpheus on
Sat Mar 18th 2006 at 2:24pm
Orpheus
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Just commenting on the screens you posted:
It looks like.. HL1 mapping style with HL2 stuff in it. Floors and ceilings are flat. Doorways that are simple holes. Square rooms with "stuff inside"
Try, to use some variations in your areas at least. Break up the boxy appearance.
Sorry to sound so negative. HL2 has so much more.
The best things in life, aren't things.
Re: de_defile
Posted by G4MER on
Sat Mar 18th 2006 at 3:28pm
G4MER
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Did you place props first and build rooms aroud them? Or did you build the room and hope the props fit, or adjust the room for the props?
Re: de_defile
Posted by reaper47 on
Sat Mar 18th 2006 at 7:06pm
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I like the arches but texturing and lighting need some work! Take the 3rd picture, it looks like the room is upside down with almost the same texture one the ceiling like on the floor. Try to change that and add a bit of brush geometry to break up the squarish shape of the room (wall columns?). Also in the second picture the transition between the wall and the ceiling texture is very unnatural. The small door in the first pic needs at least a border. It's the most important visual focus in the corridor and for that it looks way to bland. The lights fit the theme, but make them a bit more varied. Add some neon lamps, lightbulps to the ceiling ect. Right now it's the same lighting for every room and that gets a bit boring after a while.
There's enough stuff I like, just polish the details.
Re: de_defile
Posted by Noir on
Sat Mar 18th 2006 at 8:37pm
Noir
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You guys are all right about the missing polish. I think I'm gonna vault most of the ceilings and change up light appearance everywhere. I also have a bunch of props and overlays to complete. I guess it needs more beautification than I figured. Thanks for the tips.
Re: de_defile
Posted by Noir on
Sun Mar 19th 2006 at 12:08am
Posted
2006-03-19 12:08am
Noir
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MoneyShot, I just made the rooms first, playtested the map, and then added props and details to fit.