-Stratesiz-
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Everything posted by -Stratesiz-
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Looking better and better, but it's starting to look rather r_speedy even for HL2 standards. How well does it run now?
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/me pets soopr~ ~~~ Remove the fences as RDeh said. They make it look less continuous. As for the overall building design, it's good, but you don't need to follow the assault style or layout so closely. It can be more round and bumpy on source, not just prettier. Try to make it less flat playability wise, for example, give the player a chance to go a bit into the alley in the second picture to the right, just enough to get some cover. It will also add some more depth and a sense of a functional world thanks to the increased freedom to move. The buidling to the left in the first image looks like a local fish market. It would be a very nice idea to expand on -> less flat walls, more unique cover=more architectural detail.
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The lighting is rather boring and somehow it just looks staged as in the world would end after the buildings that are seen. It's partially due to the way you've constructed the area. It's a typical |---| HL1 styled construction with blocked paths. In general it looks pretty good but get some more buidlings in the background. Height differences would be good as well but it's a tad too late for that at this stage of development.
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Looking very good sir ~
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Is it just me or are the outdoor areas better looking than the indoor areas in the majority of maps? It's like the parts have changed since HL1. I have yet to see a really memorable, original and well done indoor area that's not just filled with props in source .
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It's all about lovely propaganda.
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Especially these areas need work: You need to make them look more detailed and add more depth. They seem to have about the same level of detail as HL1 CS. At the moment the areas look rather unrealistic. A lot of the surfaces are dragged and the overall room shape is very square like. The 2nd floor passage is way too simple. It needs more definement. That orange light to the left looks very odd, especially when there is no light source. I assume the red is some sort of gas but it's just too red at the moment. The ramp is too simple and unrealistic. It's too long because there really isn't much room to move objects to the other side of the ramp. It goes almost directly into the pool. The spot lights in the ceiling don't really provide a very natural lighting, especially when there is a pool in the middle of the room. I advise you to make the lights less like spot lights and add some different lights for the pool itself. This area looks like a hollowed box with a bunch of models scattered around. It doesn't look very natural. The overall placement and usage of lights is rather odd. Try to look for some reference shots of similar buildings and whatnot. The outdoor areas look fairly good brushwise but they lack some contrast as well. All the colors and textures seem to blend into one another making it look very monotonic. Use some additional lighting to highlight certain details and surfaces to make it look more detailed and interesting. The lighting is a powerful tool, use it more efficiently. This building wall in this area in particular looks very grey and dull. The textures aren't the best possible. However, adding some lighting could do wonders. The outdoor cliffs look repetitive, partly because they look too systematic and partly due to textures repeating. All in all, the outdoor areas look ok, but the indoor areas need a lot of work. I hope this helps you.
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It looks too bland and simple. Too HL1 CS like. The indoors look plain even on HL1 standards. Brushwork is plain and blocky.The usage of textures is repetitive and dull without contrast. Lighting looks flat and unnatural as well. The outdoor terrain looks too repetitive.
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Ooh it was a nice little sp map, well made. However, it was too easy for me although I played on hard. Mercs are a piece of cake in the jungle no matter how many there are. There were a lot of buildings that didn't touch the ground though and the checkpoints didn't work perfectly. Some checkpoints got saved on top of others.
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Yah colored ones would be better I think. Great stuff sir!
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To be honest, there isn't anything worth showing in those pics. It doesn't look like a serious map. First maps can look good and play well if people actually put some effort in them.
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Ya left me speechless sir mikeh~
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It needs to be redone. It's a shame though.
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Oh my... ~~ Thanks sirs. Zee map is done. I just need to do a final compile.
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I miss the Navy~ sigh...
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I was there for three weeks and it's not one of the cheapest places to visit. About 80% of the tourists are Canadian which is due to the country's close and important business relationship with Cuba. It doesn't cost them much to go there. It's a really cool place and I don't think the beauty of Havana with the crumbling historic buildings for example will last very long. Castro is getting old and as soon as he dies I fear it will turn into a shiny disneyland with a gzillion McDonald's restaurants destroying the unique environment.
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This sign can be found in front of the US embassy I wonder what they are drilling here~
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Looks brilliant. Superb lighting. Every brush serves a purpose, very efficient mapping. A realistic and aesthetically delightful map. It's a tad difficult to say how the gameplay works though.
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/me pets cracker ~~
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It looks brilliant now~
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It looks too generic and without any real purpose. Give the map a soul, a mind of it's own, a reason to exist, some character. Then try to add some visual depth by using more angles and less flat surfaces which includes walls and floors as well. You've used the angles in the wrong places now. There is really no point in making a room round, it just looks silly. Use the angles for additional shapes and creating a more interesting environment. Making corners just round isn't the solution. The ceiling looks really repetitive, it feels as if you've placed one giant ceiling brush on top of the entire map and just added a texture. It needs alignment, refinement, definement~
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Looking very cool sir. The chimney looks funneh~
