Some shots of a HL2 level I'm making for a level design course at work. Going for some Venezia feel. Considering modelling some gondolas.[Blocked Image: https://imgur.com/qII9RNE.jpg]
[Blocked Image: https://imgur.com/j2NSq8w.jpg]
Some shots of a HL2 level I'm making for a level design course at work. Going for some Venezia feel. Considering modelling some gondolas.[Blocked Image: https://imgur.com/qII9RNE.jpg]
[Blocked Image: https://imgur.com/j2NSq8w.jpg]
@Sjonsson the textures aren't really helping with the venezian theme. The environment seems pretty cool though. I've always liked levels that used water as an obstacle.
Quote from Radu1 hour ago, Radu said: @Sjonsson the textures aren't really helping with the venezian theme. The environment seems pretty cool though. I've always liked levels that used water as an obstacle.
You're correct about that for sure. I looked through the library and couldn't really find the Italian feel anywhere. So I have been looking more at other canal-filled places like Amsterdam. I mean City 17 is in Prague so I don't think it's possible to make it look authentic to Venezia. Wait, that's Veniz right? All these langauges and changing names, in Swedish it's 'Venedig'. WHY would you rename someone else's city? I was a bit worried at first about using water as obstacles. But the combine force field/fences helps out a lot when it comes to closing off the canals without obstructing the vision forcefully with boats, physical barricades etc. But yeah I agree, water levels are cool! I especially love canals.
use the content from the latest cs:go map?
Just borrow some textures from cs:go.
Edit* Damn, beat off by @Pampers
Takes me right back to when I visited Normandy (a completely different place but... you know). ?
Quote from icsOn 9/8/2017 at 8:22 AM, ics said: For the past 2 years, ive been making maps, especially halloween maps for Team Fortress 2. Both last year and previous before that, Valve included those halloween maps into the game as official levels. They can't count to 3 but i decided to do something for the players anyway.
Soon.
May I ask, is the treeline and the sky final?
Don't be afraid to open up the map! There must be a way to break down some of those walls into unique silhouettes while maintaining the original layout.
Who said you couldn't adjust the original layout in favor of your theme : )
Quote from CWardee1 hour ago, CWardee said: Little heistent to show this stuff at the mo as it's pretty early days, but I've made some progress on an Unreal scene, planning on going for an derelict Chineese or Soviet Missile Silo, Danger signs are placeholders at the mo. Just a heads up the red light on the ceiling rotates
Looks awesome but where is that red light on the right really coming from? Even if it's rotating it's not obvious enough IMO for that large an amount of light
Quote from CWardee8 hours ago, CWardee said: Little heistent to show this stuff at the mo as it's pretty early days, but I've made some progress on an Unreal scene, planning on going for an derelict Chineese or Soviet Missile Silo, Danger signs are placeholders at the mo. Just a heads up the red light on the ceiling rotates
Nice lighting! But the normals on the meshes look a bit too noisy imo.
Thanks very much for the feedback! The light is that tiny one up top on the ceiling, I'll try and brighten it up a bunch & make it more obvious. I'll definitely also see what I can do about the Normals
@nick nugent that thing is still in development? I remember playing the original on gold source back in the day.
@Radu We've actually released the standalone mod back in August of last year. Took sometime but we finally got it released.
Quote from nick nugent6 hours ago, nick nugent said: @Radu We've actually released the standalone mod back in August of last year. Took sometime but we finally got it released.
Oh, that's cool. I see it's planned for a Steam release as well? A bit late to the party though. How is it different from the rest of the lot: l4d, zombie panic: source, contagion, no more room in hell, etc?
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