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WIP in WIP, post your level screenshots!


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Posted

Try to avoid symmetry when doing scifi stuff Mabufo.

Pipes do wonders when not hidden behind metal grades. Also you should divide the lighting into 2 or more colors and smaller pools of light instead of one big. Try to add some heigt to the floor.

Posted

Since I've completed 90% of the main hall wall textures, here's a few more shots showing it off. Ofcourse there's still a ceiling, carpet and wooden floor texture to work on and then lighting, other details such as paintings etc. I won't be showing that off when I've done it to keep something a surprise (hopefully it'll be like that throughout the map) I would like to say that I have planned a new enemy for this map. Some of you may remember the new alien from Atomic edition that was introduced in the fourth episode. My idea is a recode of that (and edited graphics) to be a little slower, won't jump and quite zombie like. Ofcourse I'll balance it out to be a bit of a challenge for the player still.

Click here for a texture comparison shot of the Main Hall

Main Hall Re-Textured Screenshots

mansion_015a.jpg

mansion_015b.jpg

mansion_015c.jpg

Something I did out of boredom for HL2... (I rarely compile) Which is quite fun to work on, might continue and go for a small map. Though, I wonder if the map would ever run smooth if I keep doing brushwork like that everywhere? Nothing is planned as I originally wanted to practising texturing to see if I can make anything interesting with default HL2 stuff. However, it lacks some good wood and I found a few other textures in CSS that also worked nicely. If it ever did turn out to be a small SP map, I'd probably take the textures from CS at least. Oh but again, nothing is planned.

misc_project_001.jpg

Posted

Looks nice so far. The graphics are not far away from eye cancer

but what you bring up from this is great.

Something I did out of boredom for HL2...

mapping out of boredom? :oops: you're a rich man compared to me,

i'm running a half dozen projects

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