It doesn't look too good without lighting. You should spend some time on that aspect before releasing it, this looks too plain.
Surprizing to see a custom Gunman Chronicles map, bytheway...
It doesn't look too good without lighting. You should spend some time on that aspect before releasing it, this looks too plain.
Surprizing to see a custom Gunman Chronicles map, bytheway...
The 'no-sex-before-marriage' rule. ![]()
Quotethe screenshot marking is fine if you ask me...
Seconded. Those shots look athmospheric, nice work. ![]()
Yeah, me likes. ![]()
Or another point: how about off-site work? Is it common, or is it only for exceptional quality people that can't move for specific reasons?
I'm for the round one, perhaps with a colored handrail (wood, plastic cover, something like that). I don't like that square, for some reason it feels too expensive for a ladderhouse like that. Or... it should look rusty and old, kindof oldskool styled, then it would fit.
Both need another color though, they feel too clean and new for their environment.
I don't like the 2D feeling of that last one. It makes him feel less 'alive' or such.
Trempler == Gordon Freeman. He's a man of few words, isn't he? ![]()
Anyway, I agree on the 'thrown together' thing. It's mainly the bushes that are obvious - just up on the rock ridge, there's a few lonely trees with nu bushes or anything around them, and nothing behind them. Makes them stand out way too much on their own.
The roads or paths in this area need more focus. There's obviously a road leading there, but I can hardly see anything of it.
Other than that, looks promising, but needs more thought.
Maybe, maybe not. David Johnston wrote in his blog I believe that he gave up on mapping in the Quake time, but got going again for HL and then CS, which was where he really broke through.
But I do agree that the more restrictions a games theme has, the less it's liked by most mappers, or at least, it won't give most people what they would really like to do. I think. At least I know I especially wouldn't want to do a WWII theme because it's so limited in area's and themes.
Ah, yes, I liked POV. Better than Azure Sheep.
I liked Poke646 too. They Hunger was awfull, Case Closed wasn't too good either. Besides those, I've played quite some mods, most being between rubbish and mediocre. Can't remember a lot anymore though.
What I really wanted to play was DarkTruth, and now Nightwatch. I still concider those as what was to be the top notch of HL mods.
Good read, I hadn't come across this article yet. I wasn't really that far with mapping in 2002 anyway.
I definitely agree you should have fun making a map. That's why most people started, isn't it?
But different people find different aspects of mapping fun. For me, I liked to experiment a lot and play with graphic effects to fake players, but after a few years I really don't like having just 2 maps finished. For me, part of the fun now is to see one of my maps being played and being liked in-game by others. Heh, I've actually started to play HL2DM after betatesting a map of mine again... ![]()
I also think you shouldn't just map when you're feeling like it. Sometimes this can keep you from finishing anything and I've found that to feel worse. Maybe that requires restructuring your workflow or whatever, which may not sound like 'just fun', but if it pays of it can be so much more fun. It really depends on how much time you are willing to invest in it, I think.
I understand it's a WIP, but right now it's not clear what the buttons will do. What page will they show you? Personally I like to know where to go instead of having a surprize page... helps me navigate faster.
There's an article about Portfolio's repelling jobs on these forums here somewhere, check it out. It's a good read. ![]()
Categorizing is fine, it's good, but not if there's 7 or 8 needless layers where 2 or 3 would have sufficed.
In case of a lot of layers, I think showing a selection on an early layer is a good idea, so the impression comes quickly and if that interests an employer, he'll look further.
But it still holds truth: don't do things you like simply because you like them, do things that work. Which in this case it keeping things simple.
Good read. Makes me think about my portfolio: right now it's not aimed for getting a job simply because I'm still a student. But there's some things to change in the future, methinks.
I've got physics props to work recently.
Besides the usual stuff I added this:
Quote$collisionmodel "collision.smd"{
$Mass 100
// $concave
}
Prior to that, I also put:
Quote$staticprop$contents "solid"
Play around with that, and take a look at the Valve Wiki. There's a section about converting models from HL to HL2, that's where I got thist from. There's also some example models in the sdk folders somewhere, be sure to check their .qc's.
QuoteIdea is to create this bastardized collision of the red grimy martian construction as seen in doom3 and mix it together with actual life...
Space stuff in real-life features lots of clean white metal panels and caution signs, colored cables and all that. That should give enough color variation, if you decide to derail that much from the look you have going now. ![]()
Quotethere is something "wrong" with the feet, only the 2 toes doesn't look like it would give him any good balance at all
I agree with that.
Otherwise, it looks good, nice style. It has a good sense of raw muscular power there.
Yeah, me too... ![]()