e-freak Posted December 4, 2006 Report Posted December 4, 2006 asylum: the front door looks wired - otherwise it could be a painting Quote
Quakis Posted December 4, 2006 Report Posted December 4, 2006 @ OnboardError - Looks great, however a small nag. I can understand broken pavement tiles but I don't understand why a few would just be missing. It's as if people have took them out for whatever reason, looks wierd. Quote
D3ads Posted December 5, 2006 Report Posted December 5, 2006 @ OnboardError - Looks great, however a small nag. I can understand broken pavement tiles but I don't understand why a few would just be missing. It's as if people have took them out for whatever reason, looks wierd. I agree, the tiles should be lying around near the gaps. Otherwise, that is a pretty awesome! Ooghijmiqtxxa: Good start, look forward to seeing more progress Another jungle terrain test: I think I made the grass too green :/ Quote
⌐■_■ Posted December 5, 2006 Report Posted December 5, 2006 how did you make that grass? a lighter green would also be good indeed. it looks kickass man! Quote
D3ads Posted December 5, 2006 Report Posted December 5, 2006 If I told you, I'd have to kill you The grass is a simple model, cloned several times, it's low poly so there's not much slowdown with all that foliage, it needs to be used sparingly though. Quote
⌐■_■ Posted December 5, 2006 Report Posted December 5, 2006 aah ok it looks pretty awesome you can kill me now.. Quote
hydeph Posted December 5, 2006 Report Posted December 5, 2006 OnboardError, if those are chimneys atop that roof, i would think they would have to be a little thicker Quote
Ooghijmiqtxxa Posted December 5, 2006 Report Posted December 5, 2006 Some more progress on my level. This is probably what most of the hallways will look like. I want to put some more detail on the walls, but I'm not sure what I should do. This is at the bottom and the entrance to the above hallway. I want to fill those holes in with anything except pipes. I was thinking of having it look like some sort of circuitry type of thing. I also want to add more detail to the walls by putting a few more brushes in the walls running vertically like the brush on the left, except not angled and not as big. Quote
Defrag Posted December 6, 2006 Report Posted December 6, 2006 It really needs some high contrast lighting -- everything is dark and undefined as a result of the dull lighting. Quote
the0rthopaedicsurgeon Posted December 7, 2006 Report Posted December 7, 2006 Here's a map I started working on a few days ago, it's supposed to be for L4D but until that's released I'm making a smaller version for CS:S. This part is an abandoned tourist cable car station in Mt Kumotori, I've no idea what else is up there but I'm just using photos from this site as a reference and putting it all together. This is what I've got so far anyway, the platforms in the background are just there to snipe the bots from for now, there'll be a forest there eventually: Quote
Meotwister Posted December 7, 2006 Report Posted December 7, 2006 what a lovely gondola area. cant wait to see more. Quote
Grinwhrl Posted December 7, 2006 Report Posted December 7, 2006 CSS Project for class: Started this 2 days ago. Still working on the lighting and almost finished this first area here. Crits will be helpful. Cheers - Credits: Spine Royal for his Texture Pack Thanks bud, really like the DODS one. Came in Handy for CS. Quote
FrieChamp Posted December 7, 2006 Report Posted December 7, 2006 Here's a map I started working on a few days ago, it's supposed to be for L4D but until that's released I'm making a smaller version for CS:S. This part is an abandoned tourist cable car station in Mt Kumotori, I've no idea what else is up there but I'm just using photos from this site as a reference and putting it all together. This is what I've got so far anyway, the platforms in the background are just there to snipe the bots from for now, there'll be a forest there eventually: Super cool, fresh setting, I hope you'll finish it Quote
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