that fog makes this map... how?
Half-Life 2 mapping project WIP Pics
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Niiice

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Awesome atmosphere whereas the brush work is too clean...

Adding some decals is the better way to go though !
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plz change rope thickness

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ATMOSPHERE o_O I would add those brick-models from DoD Housecorners to the brushwork - but the fog makes this so impressive o_O
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You sure make some very interesting to look at buildings. Keep up the good work man.
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Atmospheric, the only thing missing now are some grates/grated floor, chains and lots of grit/blood.
Good stuff. -
Looks awesome, but the buildings are indeed a bit clean.
As far as I can see you're using a fire orange color for the streetlamps? It might be cool if you have 2 light colors for the light sources, a white blueish for the lamps, the orange you already have for fires
or whatever.
You can also have some car headlights still on for lighting source variation.
And I would also add light to a couple of windows, or way or another.
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I took a closer look at the pics here then the ones over at interlopers. I still think you need more contrast and variety in your color pallette, and I gotta agree with hourences about lighting variation.
It seems that none of the streetlamps have light coming our of them, I think it would improve the area if you switched the orangish lights off the buildings and over to the streetlamps and yellow them a bit, and put electric blue-white lights on the building lamps. Whatever you do, I think the lighting needs a good bit of work, as the overall scene, while built nicely, doesn't have much depth to it's visual impact.
You don't often enough see structures so clean in shooters these days. Too many games and mod's focus on destruction as a way of adding detail and ambience. You've conveyed a feeling of woe without resorting to that cliched paradigm. But the buildings don't have the realistic grungy detail. You've overlooked things like gutters, trashcans, stains, all that type of thing.
Overall the composition seems interesting from the street level, but I think it could be improved. Some areas would benefit from short "juttings" off the buildings, like porches, or just side "rooms." I can see you are going for a canyon-esque trapped feeling, but the street is fairly wide and having some height variation closer to the ground would be a good thing I think. Of course, environments always feel different in game then in editor or in screenshots, so I could be wrong.
Needs more interesting brush work, pillars and whatnot, if it fits into your budget.
On the last shot, I don't like how the central building is so flat at the intersection. Even with the textures, roofs, and dome, it looks like a big square box.
In the second to last shot the blank what area of wall on the left side really bothers me

Could you give maybe a little glimpse of what is generally happening in this area? Without spoiling anything of course
It would help give better criticism.All that said, this is very very nice work, and I love it/you.
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Ok doods thanks for the crits and comments. I generally sort of like it without the street lamps on, I know that sort of defeats the purpose of them being there but I think it just makes the place seem that much more eerie with them off. I guess I could make a select few active in certain spots though. The buildings, yeah I agree, if you look at the screens on the first page they are a lot more grimy as they are plastered in decals and stuff I just haven't gotten around to adding them to the newer parts of the map yet.

Cheers.
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Oh hellos internets updates - I've found some time to get back to work on this. The screen is REALLY work in progress, behind and to the right is still under work I'll post a screen showing all of this area when it's more complete. The background of this one needs more detail, the fire has no glow and the texture on the ground is pretty repetitive. But I thought I'd show something at least. I'll post some more updates of this bit in a while.
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Looks cool Dux. I like the fog effects; creates a nice atmosphere.
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Starting to take shape. I forgot to add cubemaps so ignore the odd reflections.
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Oh candy
digging the fog ... 
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