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dm_cascade - wip

  • Tarky
  • December 10, 2004 at 5:29 AM
  • mikezilla
    • December 14, 2004 at 7:49 AM
    • #21

    kick ass work, really feels seperate than what i saw in hl2.

    inside is a bit plain, but i imagine you'll be adding stuff so i won't bother commenting on it.

    stellar

  • JynxDaddy
    • December 14, 2004 at 7:53 AM
    • #22

    I wouldn't be suprised if this won.

    Superb work tarky

    When can I playtest

  • EjrulF
    • December 14, 2004 at 8:07 AM
    • #23

    well done

    this is really worthy hl2!

    some feedback;

    the ground looks kinda boring, you could try to have some green grass spots to the terrain, that would mix good with the grass straws.

    some trees looks oversized, I think they wouldnt grow so tall ontop of a cliff.

    add turbines indoors (but I guess you already thought of that)

    keep it up!

  • DelaZ
    • December 14, 2004 at 1:06 PM
    • #24

    Looks mighty fine tark great progress from the latest shots I saw.

  • Spellbinder
    • December 14, 2004 at 1:58 PM
    • #25

    Looks good.

    My favorite theme.

    I always wanted to do one in CS, but some one else did it so....

    Great work!

    Spellbinder.

  • 2d-chris
    • December 14, 2004 at 2:00 PM
    • #26

    Needs an injection of colour! apart from that it's impressive m8

  • Crackerjack
    • December 14, 2004 at 2:00 PM
    • #27

    Wow, some nice improvments sir. keep it up.

  • Tarky
    • December 14, 2004 at 2:01 PM
    • #28
    Quote from 2d-chris

    Needs an injection of colour! apart from that it's impressive m8

    I agree on that, quite grey. What sorta colours sir?

  • 2d-chris
    • December 14, 2004 at 2:04 PM
    • #29

    you could change the lighting settings and sky to something that add's naturla colour, like a sunrise or sun set. HL2 textures are pritty colourless anyway so an enviroment lighting change is ya only real option.

    Also if you do a sunrise or set, you can create a sexy shadow cast over the dam from all the terrain

  • Schmung
    • December 14, 2004 at 2:07 PM
    • #30

    Yeah, the outdoors, while detalied, is a bit too monochromatic and drab looking. Perhaps you could make it a bit graasier and work in some other colours. Myabe some rusted yellow/blue metal and some redish texture on some of those buildings.

    Otherwise superb, nice to see people starting to get to grips with HL2 and putting out some nice looking maps.

  • insta
    • December 14, 2004 at 2:41 PM
    • #31

    Looks really cool. Hope it plays as good as it looks

  • Tarky
    • December 14, 2004 at 3:36 PM
    • #32

    Ok just did another compile with some fixes and some detail additions. Still some lighting troubles in here. Im getting some wierd lighting on some models. Anyone know why?

    I also removed the rails from that interior room as I believe they were getting in the way. And I have tried a new light environment pitch and colour, and I believe it is working quite well.

    [Blocked Image: http://games.nickmarden.com/levels/dm_cascade/screens/cascade15.jpg]

    New and Improved Lighting environment, wierd lighting on models. Anyone know why?

    [Blocked Image: http://games.nickmarden.com/levels/dm_cascade/screens/cascade16.jpg]

    Improved internal area, still gotta get that lighting tweaked right, plus some more details need to be added.

    [Blocked Image: http://games.nickmarden.com/levels/dm_cascade/screens/cascade17.jpg]

    Skylight type things adding in some colour of the light_env, little raised platform thing now has more detail... AND BARRELS!

    [Blocked Image: http://games.nickmarden.com/levels/dm_cascade/screens/cascade18.jpg]

    Another outdoor shot, just showing off the lighting and shadow.

    I really like good CNC guys, I want to make this map rock visually and then I can make sure I can make it rock gameplay wise.

  • Spellbinder
    • December 14, 2004 at 3:38 PM
    • #33

    I dont know anything about the engine, and i prolly wouldn´t see any errors in the texture and stuff.

    But i think it looks good

    Spellbinder.

  • Minos
    • December 14, 2004 at 3:40 PM
    • #34

    Looks really better tarky, I'd make each floor with a different wall texture though, it looks a bit weird the way it is now.

  • JynxDaddy
    • December 14, 2004 at 3:41 PM
    • #35

    I think you have one two many trees up on that little cliff

    the new shadows are very nice~

    Also make some of those barrels explosive so you can grab them down and blow people up you know how it is

    sorry Ive been eating peanut butter

  • Tarky
    • December 14, 2004 at 3:43 PM
    • #36
    Quote from JynxDaddy

    sorry Ive been eating peanut butter

    Crazy jynx...

    Exploding barrels coming ..!!!

    Yeah I agree mino, you mean the tile textures dont you?

  • ReNo
    • December 14, 2004 at 4:15 PM
    • #37

    To get around your models lihting up wierd, use info_lighting entities placed in locations you want your models to be lit from, and set these as your prop's light origins.

    Changes look good, though I kinda like the handrails. Can see how they might impede flow, so I guess it might be best that they are gone.

  • Schmung
    • December 14, 2004 at 5:28 PM
    • #38

    Outdoors looks much, much better now, though I stille feel it could do with a a grassy texture instead of that one you're using now. Might just be me though. Shaping up very nicely indeed. Makes me wish I could map for HL2.

  • RA7
    • December 14, 2004 at 5:41 PM
    • #39

    Good progress....gj.

  • SonicDM
    • December 14, 2004 at 11:50 PM
    • #40

    yes handrails suck i'm having to take mine out due to the fact that they stop EVERYTHING and wel it sucks

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