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-Stratesiz-

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Posts posted by -Stratesiz-

  1. The brushwork and texturing seems cool but the lighting could be improved with more contrast.

    The torches look odd, partly because the flame itself is orange and the light seems almost white in some shots. Are you sure you have the right settings for the sprites? They look rather dark.

    The second last screen seems a little plain. It guess it could have something else than just torches.

    The overall look is cool~

  2. Much better but the different colored wall textures still blend in one another since the saturation is so low. Boost their colors in order to add contrast and it will be sextastic.

    Yah I guess ya could use some 90 degree angles here and there to increase the ambience.

  3. It looks very nice but the overall look is very greyish. The textures are good but they lack contrast. They need stronger colors, more saturation.

    Here is what I mean.

    de_light2.jpg

    After a super color boost

    blaz_map.jpg

    ...it will feel more natural, look more vibrant and interesting.

    Don't be afraid to use more color :)~~

  4. The lighting does look cool but it's not very realistic. The orange and white lights don't really mix together.

    Right now it feels more like a modern festival for the city lit up by hundreds of halogen lights then a city during WW2 that would only have a few light sources here and there in order to avoid planes bombing it to pieces.

  5. Oh well I'll see what I can do.

    I've done a lot of grouping already so I managed to drop the brush based entity count to 345. The bad thing about grouping is that it really inreases the r_speeds in the map. I might be able to free two more slots but that's about it. TS requires a lot of breakables and the limit itself is pretty low as well. :/

    Yes, model lights would be a nice touch but I would like to see the actual source of the light, as in a bright spot in the model. This would require two models with different settings yadayada... and since I can't use more brush based entities it's out of the question. I just hate the HL1 engine and all its lame restrictions.

    Oh sorry I was a bit unclear. I meant the light source for the model being an invisible brush based entity as you said.

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