I can't say that first shot of this latest batch pulls off that well but it's starting to come together - in the first shot you posted before it was tough to see where it was headed, but it's improving quick. I'd pay some close attention to the lighting settings to help; that last shot looks like a great direction but the lighting and fog makes it tough for things like the riverbed and buildings stand out as much as they should.
WIP in WIP, post your level screenshots!
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yes like i said i will concentrate on the lighing last.
Im running and GF7 GTX so i dont have HDR and AA avaiable.
The sharpness is indeed made with the time of day control.
next time i will post screenshots with my lighing idea.

made the decals,particles and "occlusion" areas. its amazing how the fps went up.
but i wont add more details. its running on the latest config made by [HP] and runs good on very high. so it will run good on everyones else computer.

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@michi: I'm invis on icq as usual.

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Sexy!

I love Portal custom maps!
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":2ac1a14u]I love Portal custom maps!
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Here's some more picture of my map for NMRiH:
[Blocked Image: http://i260.photobucket.com/albums/ii5/SP-…en_a20018-1.jpg]
[Blocked Image: http://i260.photobucket.com/albums/ii5/SP-…en_a20017-1.jpg]
[Blocked Image: http://i260.photobucket.com/albums/ii5/SP-…dden_a20019.jpg]
[Blocked Image: http://i260.photobucket.com/albums/ii5/SP-…en_a20026-1.jpg]
Comments are more than welcome!

More pictures and info in my thread in NoMoreRoomInHell forums:
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Damn, that road gives me a huge deja vu, from a map I made for Max Payne 1, oh good old times! :roll:
Ok, so possible cool props: mail boxes, fire hydrant, small and large garbage bins, traffic signs, cables connecting the street lighting poles, let the imagination flyy!

oh and don't forget the man holes, they add alot to the atmosphere!
[Blocked Image: http://images.jupiterimages.com/common/detail/04/38/23123804.jpg]
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Yeah, I'm gonna add all those you suggested, making them my own models even!
Also, you are maybe first one with me who thinks that manholes are good to add to the streets.. 
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Lighting looks very boring and monochromatic at the moment. Despite that it looks like a good start, nice scale.
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Yeah good start & as mino said good scale.
Can defiently use some props.
Also try to break some textures up a little. Don't use the same window texture on every level of the building, if you are you going to use the default HL2 C17 textures, there is a few variations on each texture, which work brilliantly together.
Try also not to keep the walls so flat.. To show you what I mean I will point you to Sa7an's Nuclear Dawn map. Examples:
http://sa74n-design.de/portfolio/hh_nd07.jpg
http://sa74n-design.de/portfolio/hh_nd06.jpg
http://sa74n-design.de/portfolio/hh_nd01.jpg
Just see how he takes what could be bland boring walls and makes them a lot more interesting. Little minor details, air con units, windows & doors indented and ajar, sign overhangs etc.
Hope that helps.
Edit:
I know it is a WIP, just wanted to give some feedback

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Hey Tarky, thanks for those screens, I have a few new ideas for my map now.
You see them on next update.Here's some I've already made:
[Blocked Image: http://i260.photobucket.com/albums/ii5/SP-…dden_a20037.jpg]
[Blocked Image: http://i260.photobucket.com/albums/ii5/SP-…dden_a20064.jpg]
[Blocked Image: http://i260.photobucket.com/albums/ii5/SP-…dden_a20034.jpg]
More at: http://%7boption%7d
I know that I need to add props and stuff, but I'm doing it later, because I want to get the brushwork/buildings done first. After that I get into detailing and making own props and textures even.

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Looks like a good start SP. Though I'd recommend just focusing on small areas at a time, getting them detailed up and then moving on to a new area. Once your initial layout is down of course

Here's a few shots from my latest devblog over at Black Mesa. These shots are from On a Rail.
[Blocked Image: http://www.blackmesasource.com/bmcms/data/upimages/bm_c2a2a0039.jpg]
[Blocked Image: http://www.blackmesasource.com/bmcms/data/upimages/bm_c2a2a0034.jpg]
[Blocked Image: http://www.blackmesasource.com/bmcms/data/upimages/bm_c2a2a0027.jpg]
[Blocked Image: http://www.blackmesasource.com/bmcms/data/upimages/bm_c2a2a0030.jpg]
Excuse any minor graphical bugs such as the light models casting shadows, they're fixed now. Sorry about the watermarks too.
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Hello everyone, I'm new at MapCore as a member, although I lurked the forum for a while now.
So, I decided to register for showing you my "first" Unreal Tournament 3 map.

I map for 6 or 7 years now, I started 3D design with Unreal Editor 1.0 (the old one for Unreal), and I moved to Worldcraft 2.2 for Quake. I've been mapping for Half-Life 1 for 5 years and for Half-Life 2 for 2 years.
Well, here's a picture of my map I started 5 or 6 days ago :
[Blocked Image: http://pix.nofrag.com/c/5/e/151f4b2f6d582b45c8d0dd8e62b6ett.jpg]
(click to enlarge)
Taken with the included Ingame module. Don't mind about the black tiles, it has been fixed. I'm not sure if it's good, so I ask.

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Quote from PogoP
Looks like a good start SP. Though I'd recommend just focusing on small areas at a time, getting them detailed up and then moving on to a new area. Once your initial layout is down of course
imagesExcuse any minor graphical bugs such as the light models casting shadows, they're fixed now. Sorry about the watermarks too.
Not bad at all but the one quibble I have is it feels no where near as abandoned as it did in Half-Life 1. The original felt very damp and dark, this looks relatively clean and dry.
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I agree that looking a bit more rugged would be nice, but wasn't that area meant to be an in-construction transport line? Or was that another section, and this is the abandoned transport system they used before the rail cars?
Been a long time so I can't remember. If it's the in-construction one it shouldn't really look too abandoned, though.
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On a Rail was after Power Up. It''s an old Rail Transport system that leads up to the Rocket.
/nerd
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Half-Life nerdism here is totally acceptable.
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