You should use models instead of all that brush-based stuff.
Plus I don't think you did anything with that big slab of concrete out on the front?
You should use models instead of all that brush-based stuff.
Plus I don't think you did anything with that big slab of concrete out on the front?
Actually looks better without the railings ![]()
Looks very similar to they css inferno skybox terrain texture! D:
Quote from Bic-B@lli like it a reallly lot. only comment is taht the broken wall in the last picture looks like crap
Yeah, I noticed that. Except I'd say that most of the walls look a bit lifeless.
Have you tried displacing those broken walls and just tweaking them out so it's not all 90 degree angles - it'd make it a lot more dynamic and wouldn't hit the performance.
I think YOU'RE a bit much, Quakis <_
People thought that was a bomb? Holy ... lol?
I love the metal, very detailed, 512 map I presume?
The edges let it down, way too bright, I don't know if you do this but I paint on the highlighted edges on a new layer then (normally) use an overlay mode to blend it with the base texture, that way you can change the opacity or erase bits you don't like really quickly and easily.
other than those edges I really like it, nice work ![]()
It's looking a lot better tbh, starting to look much more believable. I know pipes are becoming the new barrel but you should consider adding pipes and other general details - I guess that all comes later though.
Do you make textures? I would learn how if you don't so you can start making this as custom as possible, it'll look a lot nicer and more fitting if you use some badass futuristic textures, just my humble opinion though.
Quote from killertomatolol @ Bic
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Heheh, the rnl trailer ![]()
and mine: http://img489.imageshack.us/img489/4617 ... d01lf3.jpg
I clicked a couple links and gave up, nothing loads, hope the game downloads faster when it's released <_
I didn't mean that in a negative way, I'm just saying that some maps have been spotlighted when, well, ya know ;D
Anyway my crits weren't very helpful, conceded.
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The angled wall on the left of the screen, I don't see a reason why the wall would warp like that or have been designed like that, plus it has a brick texture on it, I can't say I've ever seen anybody build a brick wall like that.
There's a hallway opening onto a walkway that leads nowhere, and has no safety rails etc.
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The angled walls at the top (again, brick) don't make sense with their texture, same with the angled trim around the doorways, it looks nice but why would anyone make it like that?
I would go through on all the screens but it isn't needed, I hope my two examples have shown that whilst the geometry is indeed very nice, the textures used don't compliment that geometry and don't add towards making the level feel like it could exist.
I would suggest using some different textures - grunge is fine, but with that geometry I'd expect to see futuristic grunge.
Know what I mean?
None of it really makes any sense and the textures don't fit the geometry at all? D:
I mean, nice lighting (although you could use some more contrasting areas and maybe some different tints of orange/blue here and there) and your brushwork is nice (show us some fps next too ;D) but hey, I've seen worse maps make it to spotlight.
Quote from SquadNo faking here. There's a lot of stuff lying behind my monitor (as you can partially see). I tend to use that area for putting things out of my way
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hahaha oh dear lord, i laughed for about 30 seconds straight at that stacking, it's like pick-up-sticks but instead of sticks it's just piles of crap, and instead of picking anything up it's just stacking more shit on top of the existing shit.
I love it ![]()
holy shit, I see Chopper has let himself go ![]()
Thanks klein, look forward to seeing if anyone else can offer some great tips - unfortunately, I probably know nothing of any use to anyone ![]()