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destructo

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Everything posted by destructo

  1. Good stuff. Was looking through these recently, planning a L4D2 campaign. Here's a couple of reference sheets of a steelworks & limestone caves mostly in Alabama (for the southern theme) taken from Flickr. Probably won't be using them:
  2. Good stuff. Nice attention to detail (headcrab canister loading arm, rebel's scarecrow, gas station roof...) & you've got a way with zombies - made me jump more often than hl2. I'd request you try a L4D2 campaign next to complete your array of quality source maps. Lot's of mapping potential with the new vscript plus other entities.
  3. since it's not meant to be a realistic place, you could get more creative & do some freaky false perspectives or optical illusions in the texturing. or even have multiple corridors with the same arrangement that you teleport between, like a bright clinical green one & a lynchian dark corridor with purple velvet curtains instead of doors (& optional dwarves), so it's like you're switching between inverted spaces. also you could flood that corridor (sprinkler particles)- raytraced refs on floor would be good
  4. Sounds like the premise of a David Lynch film - the protagonist's life surreally flashing before their eyes before dying. It'd be interesting to impose a stricter theme on the individual contributions, like memorable events or lessons learned over the course of the persons life, so the mod has the same kind of didactic puzzle form as Polaris. I've done some scrappy personal experimentation in hammer before (nothing worth showing though) & am competent with the ep2 entity logic. If I can think up & block out a decent concept map then I'd love to have a go.
  5. Love the toxic colour filter; a bit of vignetting at the top might look good. About the buttercups, I made some large dense fields for a BF2 mod (hence it needed to draw fast & work across specs) & the best solution was an irregular grid of very long polys (the width of the field & chest-high, 0.5m cells) textured with something like a 2048x256 1-bit alpha map. The key to getting nice transparency was to custom edit each mipmap level in photoshop, using things like unsharpmask followed by threshold to get the alphatest cutout perfect for each progressive mipmap. To edit, there's an option in the nvidia dds p/shop loader to open mipmaps, & for saving there are more options where you can define how many levels of mips you want (try saving just 5 & see how sharp it looks).
  6. I'm sure they'll spoilered for you -KFS
  7. looks interesting & diverse, i'd recommend you also visit the interlopers.org steam chat (& forum) - you usually get good feedback from modders in there (recorded demos etc). the creator of that other hl2 puzzler research & development had people testing in there for a few weeks before release.
  8. isn't it obvious? this is Zero Wing the RPG, & the garbled prose is merely setting the mood
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