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PhelgeNanker

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About PhelgeNanker

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    Olivia van den Born

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  1. The thing that seems to come up most is the lighting, so I'll make sure to give that a second pass. I appreciate the pictures, it makes the whole thing a lot easier. The feedback has been really helpful, I have a lot to think about now!
  2. Hey, thank you both for replying. I do agree about the leap of logic in the second chamber, I would like to avoid plot holes as best I can! I'm actually quite fond of my observation area, so I'll see about your other suggestion to add a broken dispenser in the room. Radu, are there any parts in particular that you would like to see improved visually? Deathy, sorry that you missed the hint with the broken glass, is there a way you would suggest to make it clearer that the chambers are "connected"?
  3. I haven't really introduced myself here at mapcore, so to keep it short; I'm a level design student working on my portfolio, and this map is supposed to be in it. I've been working on the map for the last few weeks and would love to get any and all inputs on it. Link to the map: http://steamcommunity.com/workshop/filedetails/?id=865873640
  4. Thanks, it's goning to be interesting to check out the other threads a bit more And thanks for taking the time to give me feedback! I'll definitely keep the lighting in mind a lot more.
  5. Forsaken Courtyards Game: Half-Life 2 Map Name: HL2_Odyssey_M3_ForsakenCourtyards Context: Part of the HL2_Odyssey project Time spent developing: Week 4 of 8 (at 50% work hours) Estimated playtime: 5 min Description & Background In the HL2_Odyssey project I am one of 13 level designers. In my level, taking place early in the campaign, the player emerges from the sewers onto an open courtyard, armed with a crowbar and pistol. The area is infested with zombies, which combine forces are trying to subdue. You have to make your way through the area, fighting off both zombies and combine soldiers armed with SMGs. Role in the campaign Since the previous level is a sewer, with narrow corridors and a darker aesthetic, I wanted my level to go in the opposite direction, with more open spaces and long range encounters. I also aimed to make a level that made the player return to the same area several times, but from different vantage points. In order to make it easier for the player to navigate and get a sense of progress, the statue is placed so it can be seen from several places in the level. Alpha build Below is a build of my map. I would greatly appreciate any feedback you would give me! To download the map <Click here> Alpha screenshots
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