Alot better!
Another assault?
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The lighting is rather boring and somehow it just looks staged as in the world would end after the buildings that are seen. It's partially due to the way you've constructed the area. It's a typical |---| HL1 styled construction with blocked paths.
In general it looks pretty good but get some more buidlings in the background. Height differences would be good as well but it's a tad too late for that at this stage of development.
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Quote from -Stratesiz-
The lighting is rather boring and somehow it just looks staged as in the world would end after the buildings that are seen. It's partially due to the way you've constructed the area. It's a typical |---| HL1 styled construction with blocked paths.In general it looks pretty good but get some more buidlings in the background. Height differences would be good as well but it's a tad too late for that at this stage of development.
You make it sound as if you think I don't plan on adding a 3d sky to the map. As for the lighting the only light entity I currently have in the map is the light_env. Oh, and also know one building in this map is the same height as another (except for the stuff that is a model). As for the blocked paths, its an assault remake no much you can do about it.
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/me pets soopr~
~~~Remove the fences as RDeh said. They make it look less continuous. As for the overall building design, it's good, but you don't need to follow the assault style or layout so closely. It can be more round and bumpy on source, not just prettier. Try to make it less flat playability wise, for example, give the player a chance to go a bit into the alley in the second picture to the right, just enough to get some cover.
It will also add some more depth and a sense of a functional world thanks to the increased freedom to move.
The buidling to the left in the first image looks like a local fish market. It would be a very nice idea to expand on -> less flat walls, more unique cover=more architectural detail.
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Starting to look a bit better, still could use some better brushwork, but it's getting there.
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Copy-paste from IRC, in case you don't read it there:
SO0PRcow: the big problem with assault always was, that its floorplan made no sense. i think you should radically change the purpose of the entire place, and the buildings instead of just making assault more pretty and moving it to a new engine. because so far it looks like that's what you have been doing
just come up with a layout, and buildings around it, where the map actually makes sense
that'd be far more interesting. i'm sure you can make it look pretty, and the layout plays pretty well already, but now make it a GOOD map as well, something interesting
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The darker setting looks better. I see you´ve added some detail also
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starting to get good

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ya i wanna see more please

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Streetlights on when it's still bright outside dosnt look realy good.. Some of the buildings are pretty plain, but other than that it looks pretty cool~
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The old lightning was better
.. [Blocked Image: http://mapcore.net/forums/images/icon/icon09-awesome.gif][Blocked Image: http://mapcore.net/forums/images/icon/icon07-level.gif] -
I find it very halflife1'ish
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PLEASE dont use spotlights like that. For everyone's sake.
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Quote from von*ferret
I find it very halflife1'ish
That's exactly what I mean as well. You're too limited to the original design. The design is too HL1 like.
The buidlings, especially on the right side, feel like they are boxes one after another, only with prettier textures than in HL1. Instead of a |---| construction ya could have done a |--´´--__--| in all dimensions. It also makes it feel more natural and continuous.
It looks pretty good nonetheless but you aren't exactly using the extended capabilities of source at the moment.
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I think we're all trying to say the same, but just use different words. Forget what it looked like, keep the theme and layout and make something new. Porting is no challenge.
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that depends
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More pic's please!
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