sk3tch Posted October 29, 2006 Report Posted October 29, 2006 yeah I second that. You should also get some height variations in there. All buildings have the same look and the same height Yeah...They kinda are the same height. I'm going to throw in some variation tho. Quote
PhilipK Posted October 29, 2006 Report Posted October 29, 2006 Yeah adding those kinda roofs, with the cool roof balconies in various styles would be great. And to throw in variation on the windows perhaps (some with curtains half down, some with venetian blinds etc). Also it would make a great deal if you could break the actual houses out a bit with perhaps using a slightly different brick texture on some and even a little different brushwork and of course as usual some slight decals Quote
sk3tch Posted October 29, 2006 Report Posted October 29, 2006 Yeah.. Will do. After I fix this t-junction crap. Quote
Bl1tz Posted October 29, 2006 Report Posted October 29, 2006 It would be cool if for an alternate route in the level, you could go down into a T stop and come up on the other side with some skyscrapers or South Station or something It looks good though, you've definitely got the feel down. Some trees would help too. Quote
Spellbinder Posted October 31, 2006 Report Posted October 31, 2006 Progress on de_boston: 45% done. Question: What else do you think should be in a map called de_boston? I'm going to have a "Cheers" building so when you go near the door you hear people screaming "NOOORM!!" Any other ideas like that? RED SOX! Quote
BlackPanther Posted October 31, 2006 Report Posted October 31, 2006 According to that picture, you could model the last story of those houses and the pointy rooftop. -Get some more appropriate railings and street lights. -Curve the road -A lots more trees. The area between the sidewalk and 2 house doors needs to be grass. -A darker bricker color, more red-ish -Street signs Quote
Meotwister Posted October 31, 2006 Report Posted October 31, 2006 According to that picture, you could model the last story of those houses and the pointy rooftop. -Get some more appropriate railings and street lights. -Curve the road -A lots more trees. The area between the sidewalk and 2 house doors needs to be grass. -A darker bricker color, more red-ish -Street signs +lamp posts Quote
Quakis Posted November 3, 2006 Report Posted November 3, 2006 Still working on that Mansion level for Duke3D. Almost lost the vital art file for it though, since it has all the textures I modified from defaults and don't feel like recreating them. I had a backup on my external drive, lucky. Shot, from stairs looking down. The other side now has windows, I didn't like the hole in the ceiling much so I removed it and will be filled hopefully with something else. Oh and some spritework round tables at the start of the stairs. Quote
D3ads Posted November 9, 2006 Report Posted November 9, 2006 Looks ok, a bit bland at the moment though. Reminds me of the mansion level from Max Payne, an area I remade in HL once, abeit with changes.. Here's a very very very very early shot of my attempt to make a decent jungle for the HL engine (think Vietcong). This is really extremely shit shit picture taken from Hammer and mainly serves as a texture and model test and I thought seeing as I haven't posted anything in ages I would just slip it in here. The logs are far too dark Things to do: > Add tree models, logs, stumps and vines > Make more plants > Make the treetop foliage transparent > Add a skybox (possibly 3D if I can get it to work in Spirit) > Add rock models and bushes > Tidy and redo some of the textures > Add beams of light coming from the canopy above > Add grass in parts where the jungle isn't so closed > Actually compile and do lighting > Create high-res detail textures for everything Not a lot then... Ps: I'm aware Hostileintent has a rather awesome jungle map, I plan to beat that and drown it in a river Quote
Squirrelly Posted November 9, 2006 Report Posted November 9, 2006 Dark and depressing, but that fits you. Quote
Minos Posted November 10, 2006 Report Posted November 10, 2006 Making a decent looking jungle map in Half-Life = Mission: Impossible Quote
Meotwister Posted November 10, 2006 Report Posted November 10, 2006 idk he's doin a pretty good job of it atm... if there were stone walls defining your path the whole way. Thats the main drawback of it now. but that aside it looks good to me for hl1 vietcong. Quote
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