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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • ReNo
    • January 22, 2006 at 10:04 PM
    • #1,421

    Thanks for the feedback guys, I'll get onto your ideas later on

  • Jezpuh
    • January 22, 2006 at 10:25 PM
    • #1,422
    Quote from insta

    what about some metal bars infront of the lower windows? Don't want any punkass kids breaking the windows, even if that doesn't happen in computergames.

    For as far as I can see there *are* bars. Looks good though.

  • st0lve
    • January 22, 2006 at 10:53 PM
    • #1,423
    Quote from Jezpuh

    For as far as I can see there *are* bars. Looks good though.

    I guess he means some kinda fence, so that you CAN'T KICK THE WINDOWS out.Which would be fully possible at this point (if it was real).

  • Campaignjunkie
    • January 23, 2006 at 12:20 AM
    • #1,424

    I like the structure, but I think the lighting needs some changes. When the yellow light mixes with the blue window light on the floor, it gets kind of busy-muddy-weird looking. Maybe turn off a few of the hanging lights or something. More props - more props - more props!

  • von*ferret
    • January 23, 2006 at 12:30 AM
    • #1,425

    I personaly love how the blue interacts with the yellow.

  • Campaignjunkie
    • January 23, 2006 at 12:40 AM
    • #1,426

    Oh, well I don't! Funny how that works.

    "Keep the light colors segregated! Segregation now, segregation tomorrow, segregation forever!" (okay, maybe that was a little overboard, I think I'll go back to my cage now...)

  • von*ferret
    • January 23, 2006 at 12:41 AM
    • #1,427

    yeah but you suck jk you're amazing

  • mike-0
    • January 23, 2006 at 1:31 AM
    • #1,428

    needs more trash

  • Mazy
    • January 23, 2006 at 12:27 PM
    • #1,429

    Looks cool Reno, really like the lighting too, very subtle. Especially since Im totally horrible at getting my lighting right with Source (although I havent given it that much of a try yet )

  • Taylor Swift
    • January 23, 2006 at 1:09 PM
    • #1,430

    hehe hm.. yeh cool

  • Section_Ei8ht
    • January 23, 2006 at 2:21 PM
    • #1,431

    what mazy said.

  • ReNo
    • January 23, 2006 at 3:17 PM
    • #1,432

    Well, I had a tinker and made some changes based on your suggestions. Anybody actually know what this place is? I'll be damned if I do My flatmate reckoned it looked like it might be some sort of train station so I added in some props to test that idea, but I was originally thinking just a warehouse.

    [Blocked Image: http://www.snarkpit.net/pits/reno/images/ai_testroom4.jpg]

    [Blocked Image: http://www.snarkpit.net/pits/reno/images/ai_testroom5.jpg]

    Dunno if some of the changes are for better or worse, but I think overall the room is improving.

  • st0lve
    • January 23, 2006 at 3:18 PM
    • #1,433

    Trash = Good.

    Its C17, doesn't have to be built for a purpose.

  • KoKo5oVaR
    • January 23, 2006 at 4:03 PM
    • #1,434

    a warehouse with benches ?

    screw this anyway, they fill up the room for the better

  • spartan
    • January 23, 2006 at 6:02 PM
    • #1,435

    [Blocked Image: http://img355.imageshack.us/img355/6742/spundergroundtexturedwip00075v.jpg]

    [Blocked Image: http://img355.imageshack.us/img355/4365/spundergroundtexturedwip00086o.jpg]

    [Blocked Image: http://img355.imageshack.us/img355/5893/spundergroundtexturedwip00092d.jpg]

    Screens from a HL2 singleplayer map I'm working on; it's my first attempt on texturing and illumination with Source.

  • vEK
    • January 23, 2006 at 6:35 PM
    • #1,436

    Looks good Spartan, but... where's the rest of the map?

    Nice going!

  • ⌐■_■
    • January 23, 2006 at 6:58 PM
    • #1,437

    Welcome vEK, Spartan.

    Nice map Spartan but I suggest you work on more detail. Also make the lightning a bit warmer.

  • KoKo5oVaR
    • January 23, 2006 at 7:54 PM
    • #1,438

    hehe, welcome spanish neighbor

    This little piece of map seems to be a good start, still, i have to say that your lighting is too blue and you should go to something in a more white ton if you want to give it a cold atmosphere

  • ReNo
    • January 23, 2006 at 8:05 PM
    • #1,439

    I think that the cold lighting should be more localised - play around with the falloff distances maybe to see if you can keep the light bright at the source without it saturating the scene too much. Maybe get a slightly warmer base colour in there? Use another light entity at each source with lesser brightness but a larger falloff distance, with less blue in them as koko said.

  • st0lve
    • January 23, 2006 at 8:43 PM
    • #1,440

    The window needs some trims aswell.

    Everything else got it, but not the window

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