My first released attempt at DM, supposedly it's a decent-looking map that plays well... and it uses all HL1 textures. Anyway, pics/download/review can be found at http://www.hlgaming.com/reviews/map_zeromancer.php
Tell me what you think ![]()
My first released attempt at DM, supposedly it's a decent-looking map that plays well... and it uses all HL1 textures. Anyway, pics/download/review can be found at http://www.hlgaming.com/reviews/map_zeromancer.php
Tell me what you think ![]()
Oh, my bad, thats a site link, looks good.
Very kewl, Hughie. I demand for a sequel ![]()
Looks solid. I think the map needs a bit more contrast, it might just be the screens showed up really dark. It looked very black, dark grey, and slight hints of red... bland. Try -gamma 2.0 -falloff 2.0 and increasing the light intensity on everything, you'll get a very vibrant look, ns like.
I'm digging the ceiling in the fourth screenshot, very nice.
what dd said
it is extremely dark in most of the pics D:
It's rather good, all I can recommend is more ambient sounds and the use of trims on pipes.
It's called Zeromancer, it rocks.
Well I'm glad most of you liked it, not all of the map's that dark just that the reviewer decided to take most of the screenshots in dark areas. (I don't know why the hell there's a screenshot of the crossbow.
) I'll try what you said, DD, I've never understood how the falloff works considering that I've yet to see a tutorial on the topic. ![]()
Fall off causes your light sources to travel less far and continue to get weaker and weaker exponentially. Your lights sources will go from lite to black in a shorter range. So instead of these long fades from light to shadow you get really dense light. Your map may come out pitch black after compiling with these settings, you really have to boost the light juice. Hope this makes sense.
humm using a highger -gamma value will do the same thing dd~~
about the map, I like it, but it doesnt look special actually. Besides using only hl.wad you also used the "classic" lights colors.
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