Jump to content

fonfa

Members
  • Posts

    115
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I kinda like the horizontal layout. But I'm on 1920x1200 so there's not much scrolling. Might be annoying on a different setup.
  2. But then when you miter corners you have a easier time texturing stuff. I always do it because that's how I learnt on goldsrc, that's how my brain works. For me it's easier to visualize the map that way and makes me work faster.
  3. I'd do that with a model tbh. Too much work to do it on hammer and it wouldn't look natural enough. You can draw a spline and extrude a plane along it. Then you can tesselate some parts for better lighting, put some uneven parts etc. And set it on top of displacement terrain.
  4. Can't play it right now, but i'm gonna criticize your picture, k? It looks a bit dull, no sidewalk? Asphalt goes right in the building? Also, building has no cornice, wall ends abruptly. Makes it look a bit boring
  5. Looks pretty good! Looks too much like hydro on the outside parts though. I'd try to differentiate it a bit so it looks more unique. On the 0008 screenshot there's tire tracks going through that wall. Not possible and looks quite stupid
  6. I think engines made US obsolete. Now there's such a HUGE ammount of work to get a level done, that tasks are split between level designers, level artists, scripters etc. Back in the goldsrc days you could make a whole map by yourself in no time. Photoshop is great but I think it lacks a bit on the texture creation thing. I remember using a program back on the 90's that was meant for texture painting. You'd specify your texture size, say, 256x256. Then it'd create a new document that fills the whole screen, tiling every 256 pixels. Anything you painted in one of those squares would be applied to the other ones too, so, seamless painting, without having to use that offset crap. To me it seems like such an easy thing to implement, that would speed up texture painting so much...
  7. http://developer.valvesoftware.com/wiki ... tedtexture -> use it! Your stuff is quite good, but lacks personality. looks too much sourcey. Lighting could use more contrast, looks too diffuse, like an overcast day. need some darker areas, pretty much everywhere is lit! And you should use some specularity to help define shapes, there isn't a single shiny thing on your maps. Caves are damp! And the beach scene... is that snow? doesn't look like sand... And you have rocks fading on some screenshots. Snow map only has snow on terrain... No snow on ramps, walkways, roofs? Even walls should gather snow on the concave parts.
  8. the way you carved the windows into the building is totally going to kill the fps. make them modelled like dod:s and in clusters, that's gonna give you some slack to throw in even more details in other parts of the map. and it's going to look better. beisdes that, i think it needs some new textures.
  9. Some NS maps still impress me. But yeah, the source engine is way cooler. You'll get stuff done faster working on it, and you have more possibilities.
  10. looking awesome. but why do you have the tail lights and those flat engine parts subdivided that way?
  11. lusitanos pirados wires plz
  12. lame... what happened? did anyone get hurt?
  13. I don't like teh metals sepultura is ok though what i like the most is and some coldplay and los hermanos too
  14. heterossexualism makes you weep ...FOOOOO
  15. gtfoktnxbye nowais pics or stfu
×
×
  • Create New...