korny you need to be more careful with your tree lines. A couple of the trees are floating off the ground it seems. But my biggest gripe is the plane of trees. I can easily see a line of trees that are presumably on an alpha channel. Try to break that up some how creatively so its not so easy to tell, because knowing they're just a flat plane breaks the illusion and removes the player from the experience.
WIP in WIP, post your level screenshots!
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Mike-0, try renaming your .vmx file to .vmf - its an automatic backup. Its quite possibly corrupted too if the .vmf was, but its worth a check.
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Think this is my first time showing something in the WIP forum, and it isn't exactly the most orthodox map to be showing. This is my entry for the Snarkpit HL2 mapping contest, with this year's theme being "surrealism". I've taken a sort of coastal fortress theme, but going for an abstract hexagonal approach using only solid colour textures. I only started this tonight so there isn't much to see just yet, but I'm currently debating whether I should be adding detail or keep it true to its hexagonal charms. Thoughts, comments, suggestions?
[Blocked Image: http://www.snarkpit.net/maps/HL2/images/2136_1.jpg]
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I think it looks great as it is. Too much detail in such a setting will just detract from the scene instead of adding to it.
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I like the concept reno. The only problem I see is the props situations. Rusty barrels and delapated couches will kill the theme. But props are pretty much the cornerstone of hl2 dm. SOO i hope you know how to model

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Oooh, cool. Kinda like the Giant's Causeway, but in primary colours:
[Blocked Image: http://www.chem.queensu.ca/people/faculty/Crudden/2004-02-17/causeway.jpeg]
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I can model Fritz, but I have no bloody idea what to model for this
Even if I did model some things that fit the theme (flat coloured rocks, boats, logs, etc...), I don't know how they would look when placed in a world made entirely of hexagons 
I'm going to play around and see how this approach works when using smaller hexagons - it should allow for more detail without breaking the hexagonal theme, but it might take away from the blocky charm it currently has.
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Hexagonal trees would probably be ok and I think you might get away with some reasonable rocks as well. Maybe if constructed them out of smaller hexagonal faces as well?
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reno, i like your old cel-shaded (er faking cell shading) map better. i understand youre trying to make a hexagonal theme, but... well whatever
yep, the vmx thing worked
youre a lifesaver -
Ok, I decide to revise my bridge scene since interlopers is having their little contest.
Link to OLD http://%7boption%7d
Revised version~
[Blocked Image: http://img67.imageshack.us/img67/6088/scenebridge500169vo.jpg]
I was also thinking about changing the wings on the windmill as it seems a bit dispoportied to the body.
Anyways, I need some suggestions and crits to take things to the next level.

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fritz you need models to accompany the merging of the stream to the coast.
reno that reminds me of a gameboard for a board game. For props yo0u can model little "game pieces" like horseshoes, the things from risk, ect. Maybe even a playing card lol. Things like that would be sweeeet.
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Quote from matteh
Hey, my first post.[Blocked Image: http://i2.photobucket.com/albums/y5/matt3h/untitled/dm_noname_a0002.jpg]
My second attempt at mapping for HL2DM, whaddaya think?
Welcome

It looks pretty sweet, but too much like existing maps. Find ur own style/ get a new setting. Apart from that not much wrong with it


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Fritz your sun doesnt make any sense, its at sunset level, yet the lighting looks like its high noon.
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Quote from Dogmatic
Fritz your sun doesnt make any sense, its at sunset level, yet the lighting looks like its high noon.
Quote from MeAnd I know the env light and source are off, but I liked the env_sun in back of the mill, so meh.
That being said, I have changed the lighting somewhat to make it less noticalbe.
And here is the link, with the somewhat "proper" lighting.
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your scene still is basicaly composed of two/three detailed static meshes and a bridge. Not very impressive (not trying to be mean there). What can you add to it to amplify the mood of the scene? Treeline was a start but is very planar at the moment and distracts me.
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Im creating a scene for the contest, the main focal point has to be the bridge.
There's about 6 props already in the scene. I feel like trying to fit even more props would start to make things cluttered and detract from the bridige itself.
but If you have a bit more specific ideas as what to add, shoot.
Anyways, thanks for the crits

EDIT: And let me make this clear, this http://img131.imageshack.us/img131/9427 ... 0005lv.jpg
was not a revision, but just to show dog how shitty it looked with the light coming from the sun.
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make the bridge bigger and the ravine wider+deeper, thatll help =)
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hmm maybe i post my wip kedr..
[Blocked Image: http://www.saxu.net/~csharp/gtf_models/wip_kedr.jpg]
It is a smg model to a gta:sa mod named: Grand Theft Auto: Finland!
Ill post updates here

EDIT: I have updated version ,but i havent uploaded it yet..
EDIT #2: All my wip models to that mode is avaibled HERE ;ZOMG
EDIT #3: I dont have anything else to edit!
EDIT #4: SO I DONT EDIT NOMORE !1!!


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... buddy this is the level design forum. Make a WIP progress thread in the _modeling_ forum if you'd like.
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roger, get those models out of here

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