de_defile

de_defile

Re: de_defile Posted by Noir on Sat Mar 18th 2006 at 9:30am
Noir
21 posts
Posted 2006-03-18 9:30am
Noir
member
21 posts 22 snarkmarks Registered: Jun 23rd 2005 Occupation: Game Programmer Location: Leamington Spa, England
If y'all get bored, try out my new de_defile. It's not finished yet, but as its father I feel it has great potential :smile:

http://www.snarkpit.net/maps.php?map=2507
Re: de_defile Posted by Orpheus on Sat Mar 18th 2006 at 2:24pm
Orpheus
13860 posts
Posted 2006-03-18 2:24pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
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
2460 posts
Posted 2006-03-18 3:28pm
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
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
reaper47
2827 posts
Posted 2006-03-18 7:06pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
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
21 posts
Posted 2006-03-18 8:37pm
Noir
member
21 posts 22 snarkmarks Registered: Jun 23rd 2005 Occupation: Game Programmer Location: Leamington Spa, England
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
Noir
21 posts
Posted 2006-03-19 12:08am
Noir
member
21 posts 22 snarkmarks Registered: Jun 23rd 2005 Occupation: Game Programmer Location: Leamington Spa, England
MoneyShot, I just made the rooms first, playtested the map, and then added props and details to fit.