[map] TnnlTest2

[map] TnnlTest2

Re: [map] TnnlTest2 Posted by Blue on Sun Jan 15th 2006 at 6:03am
Blue
36 posts
Posted 2006-01-15 6:03am
Blue
member
36 posts 54 snarkmarks Registered: Jun 8th 2004 Occupation: High-School Location: usa
This is a a discussion topic for the map "TnnlTest2" by Blue which can be found here

Map description:

It's a map for sven co-op (obviously) that I have been working on. The main section (the only section so far) features a dome that was made using a tutorial on this very site, but with a few improvements to the top section. Yes the textures are temporary, yes I know they are bland and no they may not be the officail textures.

It's about 4 months work but really like 5 hours but meh. Who's counting

Map screenshots:
Loading embedded content: Map #2414
Re: [map] TnnlTest2 Posted by Orpheus on Sun Jan 15th 2006 at 12:45pm
Orpheus
13860 posts
Posted 2006-01-15 12:45pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Nice, rock solid,traditional HL1 feel you got going there.

/me likes.
Re: [map] TnnlTest2 Posted by Campaignjunkie on Sun Jan 15th 2006 at 7:40pm
Campaignjunkie
1309 posts
Posted 2006-01-15 7:40pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
I really like that third screen. Though I would make the light_environment brighter - it's multiplayer, players would rather see where they're going than bask in "atmosphere." It should only FEEL dark, not actually be that dark. :)
Re: [map] TnnlTest2 Posted by ReNo on Tue Jan 17th 2006 at 6:02pm
ReNo
5457 posts
Posted 2006-01-17 6:02pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Looks pretty cool so far man, though I agree with CJ about it being a little too dark. I also reckon you could use some other hints of colour - maybe turn one or two of the monitors in the last shot on and have the screens give out a slight glow, or have some communication pillars or whatever with lights on them protruding into the sky in the outdoor areas. You might also consider putting in some "off-angle" stuff up there - structures that have their main faces lie off the rigid 90 degree presets you are currently sticking too. The dome like structure is a good example, but more might not hurt. Nice start anyway :)