The only thing that really jumps out at me is the tiled water outside... increase the scale or make your own water ![]()
WIP in WIP, post your level screenshots!
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A scale of 1 might do the trick.
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You might want to scale that water texture in the playable area too.
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A singleplayer map I am working on for Half-life 2.
[Blocked Image: http://img167.imageshack.us/img167/3041/01forest050016qg1.th.jpg] [Blocked Image: http://img127.imageshack.us/img127/9863/01forest050017nc8.th.jpg] [Blocked Image: http://img379.imageshack.us/img379/8153/01forest050023ad7.th.jpg] [Blocked Image: http://img127.imageshack.us/img127/7208/01forest050019el9.th.jpg] [Blocked Image: http://img258.imageshack.us/img258/576/prototype0037du6.th.jpg]
[Blocked Image: http://img209.imageshack.us/img209/5572/01forest050020ob6.th.jpg] [Blocked Image: http://img209.imageshack.us/img209/9452/01forest050021qm0.th.jpg] [Blocked Image: http://img379.imageshack.us/img379/2334/01forest050022hv0.th.jpg]
The map is set in an abandon oil refinery/warehouse type environment. I was originally going to make this map take place at the base of a volcano, but I don't know how you would do that at night
.Much of the inspiration for this map comes from Gears of War (particularly the third act - Downpour) and the Ravenholm chapter of Half-life 2.
Any feedback would be greatly appreciated
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first shot: the trees on the left are too bright and the metal thing with supporters on the right looks weird
sixth shot: is the wood plank flying?; the lights are kinda overdone
i really like the whole thing, and i´m looking forward to play it

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Just seen you've won first place in the ZP:S contest the0rthopaedicsurgeon, nice work. The map idea makes a nice change from the usual place people usually associate with zombie survival locations.
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really like the atmosphere your level breathes, Aaron! like freak said, there is room for small impovements, but youve got the overall feel - wich is most important imo. let us know when you finnished it!

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Ah, thanks for the feedback guys
as for that model, I need to fix that one, for some reason its fullbright. And I don't remember the light being thaaat bright, I'll get right onto it Freak. Not sure what the deal is with that wooden plank, I think is must have been airborne at the time of taking this screenshot
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http://bildupload.sro.at/p/264960.html
http://bildupload.sro.at/p/264961.html
http://bildupload.sro.at/p/264962.html
http://bildupload.sro.at/p/264963.html
warby i hope you like it
if you or everyone else have crits, let me know. -
very nice job. only thing that bothers me is the intensity of the lamps in the last screenshot. there seems to be a strong sunlight already and then those small lamps totally overexpose it?
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The speakers prop seems out of place, and the grass sprites will be cooler with a darker color imo. But overall it looks very good ^_-
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[Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/f2ff5563.jpg]
[Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/cbeaf81f.jpg]
Video showing the double damage spawn effect:
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What game is that for?
For some reason it really reminds me of Perfect Dark & Goldeneye
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I like the "glow in the dark" lime green trim. It gives a memorable element to the map. Is it really illuminating or am I just fooled by the strong saturation? If it is illuminating, isn't there a node in the UE3 material editor which allows you to change an attribute debending on how much light hits it? Then you could make it matte-yellow in the sun and glow in the dark in... the dark! o_O That would be awesome!
Not sure there is such a node though, but there is one for everything else, so why not! -
that looks like another great map of slainchild

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That looks totally like a Warsow level.
Awesome

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I thought that was Source when I saw it!
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