the lighting colours are great
WIP in WIP, post your level screenshots!
-
-
-
Quote from moroes
+1
It reminds me Dark Messia! I like !!!i second that!


-
-
That looks really awesome, I love the epic feel it gives off.
-
get rid of the crate D:
-
I really like the looks of that!
-
What I don't like so much is this hole in the ceiling, it looks so pointy:
[Blocked Image: http://pix.nofrag.com/a5/64/6d5dfea13e7ee377a735aea8cc02.jpg]
But overall it's pretty awesome and makes HL2 look good heh
-
bloody hell thats awesome

-
Ah well, thank you all..I didn't expect such a good response..
For the hole, i'll keep it cause it adds a nice lighting touch on the wall (and by the way, the screen is old and the hole's texturing was redone to be a bit more "accurate").
And for the crates, I agree they are kinda out of place...If I found some better ones, i'll replace them for sure.
Thanks again for the compliments!

-
very nice, love the lighting.
-
Sooo nice. And yeah it really does make Source look great. It's hard to describe why but it looks oodles better than some of the Source stuff I normally look up to which is crammed with custom content.
Mainly I guess it just looks consistent (brushwork/texturing/lighting) to the point of looking 'perfect'. gj.
-
It's a little CS:S Map with standard half-life 2 textures & Models. Still Wip, but i hope you all can give me some feedback

(2 MB to load)
[Blocked Image: http://www.michael-z.info/images/cssmaps/morescreens.jpg]
-
You're going to get "be more original" comments.
It looks very nice, although what type of map is it? (DE or CS?), and I guess depending which one I think it should be corrected. If it's DE it needs very obvious bomb sites (stuff of importance), and if it's CS I think it could be quite easy to get lost in it.
-
Quote from Term!nator525
Time: 28.06.2007 (dd.MM.JJJJ)
I've never met anyone who could map in the future! :wink:
May is the 5th month of the year and June is the 6th. Sadly all your images are the same way too.

-
-
Term!nator525: You have a nice sense of form and space. Also wise choice of textures. Looks like a promising level.
I know that it's a WIP, but adding floor decals, such as garbage and sand/dust will drastically improve the visual aspect of your level.
Analyzing Valve's design process I noticed that the brush work is quiet simple (good things are simple). The way they create a nice visual look is by having a fairly basic geometry, very solid lighting and small details balanced out in the rooms. Some rooms are literally boxes, but using that technique they look quiet nice.
-Method
-
That doesn't look too bad at all.
To be honest you don't have to use decals. It'd be nice to see something clean/dirty for a change and not dirty dirty dirty dirty.. Everyone does dirty and not clean

-
Clean is a very generic and fake looking. Real world is a dirty place.
Zombie: How's life Zombie? I hear you're leaving SD to go to Sweden. What's new with you? Maybe it's better if you PM me.
-Method
-
I like it.
Like Method said: you have a nice sense of form and space.

-
Participate now!
Don’t have an account yet? Register yourself now and be a part of our community!