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Everything posted by ShaDoW
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That looks very nice Minotauro, and that for the GoldSrc engine. Can't wait to see this running in the Source engine.
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Don't worry Skjalg. Keep your chin up and just start working on a new and fresh project.
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Agreed. Basically, the orange maps were only created to test initial gameplay of the Half-Life 2 maps. The steps of actually creating a level don't require painting every brush with these proportion textures. On the map; there's not much to think about so far. You seem to be making some decent progress in those, however, only time will tell us what will become of it.
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We meet again, Zeta! Anyways; very good job. I can feel some of the City 17 atmosphere in those, which means your going in the right direction. Same here, I'm looking forward to yours.
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I saw these somewhere before, cool stuff. As said above, this is indeed original source content they ran through Photoshop to create the in-game comics. I believe the pose where Mona spreads her legs around Max is from the Hospital scene comic. ... Hard to forget that one, eh?
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It doesn't look that bad for a map released so shortly after the Source SDK. However, I feel that a lot more brushing up and polishing can be done. This is the Source engine we're talking about after all.
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I'd love to give you a real answer, but I haven't found a way to do this either. The best advice I can give you right now; would be to wait for the full SDK release. However, I know there are ways to do this.
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Sounds like a plan! Keep up the good work, I'm looking forward on seeing the website in all it's glory inside of my web browser.
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Perhaps experiment a bit with the color of the neon light. Also, in my opinion, there's a bit too much open space on the left side of the PDA. That's about all the constructive criticism I have for today! EDIT: I also noticed that there's a shadow cut off between images on the left side of the wires coming out of the PDA.
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This issue should be solved now, through one of the recent Steam updates.
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That's some great dancin' right there.
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Indeed. This is probably a good thing to do as one of the final stages, as then you have all the final brush work into place.
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You're doing great so far. Although, be aware that you will need to 'portal' the map in later stages. By this I mean; creating hint brushes and area portals so that the Source engine doesn't render parts of the map when it's not supposed to. When you're creating environments with outdoor area's such as yourself, this is something you should keep in the back of your head.
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Yep, I'm currently using the same texture set of Cobble and a few models such as doorways and what have you. I might, and can be changed in the blink of an eye though.
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In time, my friend. I posted this in the WIP Level Gallery for a reason.
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This will be my very first Counter-Strike: Source map. I'm actually not leaning towards a "physics fun" or whatever map, like most of the CS: Source community is trying to achieve right now. Thus I present; Map Info: [*:1cjrolmx]Name: de_Steffie [*:1cjrolmx]Type: Bomb Destruction More info to be added later. Screenshots: [*:1cjrolmx]Editor Overview (21.11.04) [*:1cjrolmx]Screenshot 1 (7.11.04) (old) More screenshots to be added later. As for the name... it's currently dedicated to my girlfriend, however, it might change later.
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Valve has already explained quite a lot of these things, in a subtle way, ingame. Though, they have to maintain a certain balance between story, conversations and the gameplay itself. So far they've been keeping that up quite well in my eyes. There could have been indeed, explained more through events or things you stumble upon in the game... but this might make things a bit too complicated after a while for players less immersed in the Half-Life universe. Good point though.
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(SPOILER) I think the slow teleportation had to do with Dr. Judith Mossman sabotaging the darn thing.
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I can't describe how much I loved it. But I think I can safely say; it was the best game I have ever played in my entire life.
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Maybe, i playtested this version with some people already. It played well, the important shadows to hide in are still there. Personaly, i think this one is much more cleaner. Just my opinion though
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Minotauro, thanks for the tip, i didn't know that yet. It made the lights come out very good, although all the rest ended up really really dark. So i'm going to keep it for a next map. Anyways, here's the final version. http://shadow.dotjosh.com/downloads/norad.zip Screenshots http://shadow.dotjosh.com/downloads/norad1.jpg http://shadow.dotjosh.com/downloads/norad2.jpg http://shadow.dotjosh.com/downloads/norad3.jpg http://shadow.dotjosh.com/downloads/norad4.jpg http://shadow.dotjosh.com/downloads/norad5.jpg I'm very happy with the way it turned out.
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How do you mean "90% of the people here will give your map a 10/10"? As in, my map is very very good and / or everyone here just likes everything? Anyways, i'm doing the final compile now. I fixed... - Cliffs have now more depth - Lights are brighter / better - Door and window frames I also changed the name to "Norad", don't ask why. Although its very rare that i change the name of a map, but since i'm (right now) doing the final compile, i thought it would be good. :wink: Prepare for the latest and last version of Tangled a.k.a Norad very soon, together with high quality screenshots.
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Okay, thanks for the good comments. :wink: I'm fixing all those things right now.
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I see what you mean, it has crossed my mind. I'll give it a try tomorow. :wink: I'm probably also going to redo the lights.
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I can't argue with that. Although i mainly follow the rule, that the enviroment should derive from the gameplay. The cliffs look fairly good for having such low r_speeds. My previous, more detailed rocks gave lag-bumps at certain corners. I indeed built the map with a sort of Crossfire / Boot_Camp twitch in it.
