yay minos~.
the architecture is a bit blockish but you used the hl.wad in a very good way. in most shots it doesnt seem to me like its all purely hl.wad. great job. i like that sunflare
.
yay minos~.
the architecture is a bit blockish but you used the hl.wad in a very good way. in most shots it doesnt seem to me like its all purely hl.wad. great job. i like that sunflare
.
there are some buildings that look fairly poorly done. just blocks with a building texture on it (like the brown building in the third pic). overall, good looking map. gj.
hmz. the first pic's cave walls look a bit simple. it looks like a good map, but i do agree with the comments above. gj though.
i like the 2nd pic. draws me in. good work with the displacements and blends. i dont know why i just really like that pic...
wow. so curvy. makes it look so unnaturally natural and just great to look at. the lighting helps tremendously. overall,
.
i like abyss. looks really nice.
allusion is kind of lacking aesthetically (looks like its thrown together a little bit) but the hl2 thing at the end is a clever touch although, as mino said, wont be seen in game.
good effort, love abyss but not so much allusion. keep up the good work.
Quote from von*ferretIt would've been smarter to just use two different islands. Have more connectsions. But first and foremost gone to a level design and game design community for ideas and critique instead of going to hl2world who are a bunch of children who scramble over eachother to get the first suck on their mother's tit (pronounced teet).
omg pwnt!
its a little too abstract for my taste but that isnt bad. the whole greek ruins thing needs a little more but i cant quite put a handle on it. i like your creativity though. gj.
who will know
:wink:
he linked to some weapon renders.
the trees are hiding your map nexus. ease up on some of em.
i dont see why using google image search to find reference pics is bad.
...your converting half-life 2 for half-life 2? unless im reading it wrong.