Schmung
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Everything posted by Schmung
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Bastards made 'shrooms illegal in the summer or I'd scoff a ton of them. Nowt like it for a mental work out.
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hmm, quite possibly, the maps got some nice-ish features and interesting areas, but I can't quite glue them together convincignly enough and though I have ideas for most places, nothing seems quite right when I try making it.
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Bluestrike, methinks you need a bit more colour there. Very atmospheric, but somewhat bland at the same time IMO. Could be my work monitor though.
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gah, I've tired most of those. I just feel burnt out. THe problem is, I've got stuff I pretty much have to have finished fairly soon. I've played games, not mapped form weeks on end, read tons of books, listened to all sorts of music. I fire up hammmer and just spend ages flying round the level looking at how bland chunks of it are and I have literally no clue what to do with those areas. It's driving me nuts.
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Remember to bribe generously! Good luck. Hmm, I require finger crossing smiley..
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We've all been there (probably) you're mapping/modelling away and things are going well. There's a long way to go, but the end is definetly in sight and then.. then you just stop. You can't work anymore, opening hammer seems to drain you of any desire to work. Everything you try looks like shit and you can't progress beyond whats already there. Yes, you've hit the wall. But waht to do? There must be a way to overcome this menance.. I don't bloody know it, mayhaps you do?
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Copy/paste job from another forum : hrrmm, I liked it muchly. It was however, too fricking long. The stuff in New York was somewhat 'bleh' for me and there were sections in the jungle that felt surplus to requirements as well. I think the relationship between Kong and Ann is given way, way too much attention. You get the point after about the 30th lingering close-up. Over than that - great. Action squences superb, Kong brilliant, Jack Black was very, very good indeed and the direction was great. I loved the first hour of the film before they set out, but the film could do with harsher editing in the middle and at the end. So, yeah, I agree with Fletch about most of that. The plausability bit didn't bother me overly, there's a fucking 30 ft ape, so my belief is pretty much suspended right there. The dinos were a bit bunk though.
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AHRG! BABY! Congrats!
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[WIP] Dm_cloudcity (updated 2006-09-05) (Final beta)
Schmung replied to misterbister's topic in Level Design
er, aside from opening PS and doodling away - not really. Sorry. -
Festive. MAke your smoke whiter and more voluminous, not so dense. Lampposts look a little wrong, they seem to have no texture at all. Otherwise, most nice.
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de_dam_facility beta 2 Video -=updated map overview pic=-
Schmung replied to cdxx's topic in Level Design
Not much to add. It made me moist. It looks gut. Excellent detail. Maybe add a bit more variety to that sheet metal building. Have the lower levle concrete or soemthing? And HDR type plans? -
[WIP] Dm_cloudcity (updated 2006-09-05) (Final beta)
Schmung replied to misterbister's topic in Level Design
Neato. Get some neon and stuff in there. Upliighting on the walkways, recessed lighting here and there, just make the whoel thing brighter in general. Custom textures would really, really help that, but without making you're own I'm slightly at a loss as to where you'd get something suitable. One thing you might like to consider is making quick 5 minute textures for everything you need giving ideas of colour and purpose and then asking very nicely for people to come up with proper versions of the textures. The you could at least get a better idea of the colouration etc that you're going for. -
bevels at the top right of the torso look a little messsy, maybe some smoothing adjustments/edge turning is eneded. Nice start though. Could maybe pop an antenna on his head.
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With the last but one image there I think some metal grating slightly recesssed into the floor might look cool. Possibly some sort of hatch in the ceiling as well. Make it look like a cargo elevator or something. LAyout permitting of course.
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zowie. the new logo lacks something the old one had... Shiny though.
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Clean and simple is good, but that doesn't mean it can't be pretty as well.
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Still with the making of the guns : http://schmung.nupo.org/images/m249pic.png
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Hoping some folk here can help me with a question..
Schmung replied to Schmung's topic in Engine Discussion
ja, thats the one I was after. TDK eh.. Should be alright then. Thanks for your help. -
It just seems so bland and small for HL2. Evereything so far has been expansive or if it's small, very detailed. This looks like HL1 with better textures and HDR. Aside from hte fancy shaders and high res, theres nothing there that tells me it's next gen. Where's the detail? Why is everything so obviously tight and enclosed?
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I know a few people involved with the CS map gower are still about here and that you lot know them anways, so I'm hoping someone can tell me who made the bench model thats included with it. I'd like to use it in a TS map and need to get permission and so forth, but cannae find out who did it.
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bargh, your sigs make me moist. Now I feel inadequte.
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Yeah, it all seems a bit higgeldly piggedly and disjointed. Maybe adding detail will help that, but the constant height of the walls is certianly distracting. Also seems like you've got a lot of narrow corridors going on there and it feels rather HL1ish in that respect.
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What sort of freakish cave is that with utterly smooth rocks? Looks like an excellent start though, should be good once you've layered on some more detail and gotten those props done. Maybe a fountain or well in the square?
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A very light grain and colour wash might be good. I like the dof and motion blur though. I'm assuming they just take your crosshair as a focal point to calculate it.
