OnboardError Posted December 12, 2006 Report Posted December 12, 2006 Looks good indeed but all that brushwork is really a waste considering these details should be done with models. I cant model Quote
Psy Posted December 12, 2006 Report Posted December 12, 2006 That has a really good egyptian feel to it Ooghijmiqtxxa Quote
SnipaMasta Posted December 12, 2006 Report Posted December 12, 2006 Looks good indeed but all that brushwork is really a waste considering these details should be done with models. Tie to entity > Func_Detail Problem solved! Quote
tomdon Posted December 12, 2006 Report Posted December 12, 2006 Plodding away at this in my very limited free time. I am hoping to replace the big ugly brushes with models when I get spare time. I also need to start thinking about routes around the map. Now I think about it I also need to make lots of little glows for the fairy lights . *edit* If you want to know about the scale, a player is smaller than a bauble on the tree. *edit again* Yes I know theres no fire . Quote
KoKo5oVaR Posted December 12, 2006 Report Posted December 12, 2006 Nice props and textures tomdon, but i think you should really work on the lighting because it's pretty easy to make an awesome one in a rats map I would say using 3 sources of light, rather than the main light displayed by the lamp a direct light from a window would make something more contrasted i think, the garland from the ceiling and the glowing light of the fire Quote
Dodger Posted December 12, 2006 Report Posted December 12, 2006 Wow this looks so real looking at the crowbar! The room lighting is too dark but the props are props fantastic. And add to the sofa som hot girls and that is all you need. Quote
⌐■_■ Posted December 12, 2006 Report Posted December 12, 2006 that is so awesome! wall could use a pattern or something, like this: or something in the lines of this: keep the green color though! Quote
Ooghijmiqtxxa Posted December 12, 2006 Report Posted December 12, 2006 I like the sound of that. That has a really good egyptian feel to it Ooghijmiqtxxa Thanks guys. Ooghijmiqtxxa: that looks very cool! beautiful scene and creative concept! good luck! one suggestion though: dont use a dim color for the weapons because the contrast (wich is good,mostly) suffers from it! What color would you suggest? I'm going for a triad of colors; Orange, purple and green. I'll play with it a bit more and see if I can get it looking better. I've worked on it a bit more last night and this afternoon. I've created the second room and connected it to the first with some simple hallways. I'll have something better in the final, but for now they'll do. First room again: Hallway connecting the rooms: This is the second room or "flood room" as I put it when making it: Deeper inside the flood room: The water in the flood room: I tryed to destroy the tops a bit. I'll destroy them more once I create the textures and decals for it: Looking up from the bottom of the flooded room: I'll be adding more detail to the tops of these rooms. I want it to look like an ancient magical ruin of some sort where people lived so I'll have windows and doors too. The water area in the flooded room will have doors and windows underneath the water to make it seem like it actually flooded some homes. Quote
⌐■_■ Posted December 13, 2006 Report Posted December 13, 2006 wow, good work man! i dont know if i like the idea of the colors. its your map, your work and maybe even most important: your insight. however, from what i can see in the screencaps wouldnt use any color. just white, or.. maybe ligth-yellow. i dont think arcade colors make a good mix with the atmosphere youre probably trying to create. anyways, these are just my 2 cents. i think your maps looks very fine already so dont worry too much Quote
Campaignjunkie Posted December 13, 2006 Report Posted December 13, 2006 Looks good, BUT... You're using the stone trim texture to form a lot of 90 degree angles. It results in a very mechanical feel, like a style of video-game architecture that doesn't seem particularly old or realistic. I suggest making some more trim texture variants and mixing some slanted 20 or 60 degree angles into the walls and layout. In the new Prince of Persia's (especially Sands of Time), look at the structure of the environments more closely - they curve a lot of straight edges and stretch some perpendicular corners to get a more "lived-in" feel to the levels. Sometimes it's very subtle, and almost borders on useless, but it really matters in the end. Quote
FMPONE Posted December 13, 2006 Report Posted December 13, 2006 Oog it appears you're not familiar with aligning textures. Click one texture and hold alt, then while still holding alt right click the texture you want to align it with. Your curves will benefit especially from this Quote
Evert Posted December 13, 2006 Report Posted December 13, 2006 Love it oog, tho it's of course obvious it's wip I like the colors in your lighting, I think it will be very easy to make out the different routes and important areas, which is essential for a dm-level. Also make it for hl2dm pro. For the pickup runes you mentioned you should make a symbol for each type of pickup, like a cross for health, a sword for weapons etc~~~ Quote
PhilipK Posted December 13, 2006 Report Posted December 13, 2006 yeah looks hot so far. the self illuminated details are a nice touch Quote
TeddyBear Posted December 13, 2006 Report Posted December 13, 2006 Nice tomdon! You might want to make the TV screen self-illuminated and light emissive to add to the realism. And I don't get the ceiling lamp... anyways, cool work Ooghijmiqtxxa, I really like your map, the thumbs kind of remind me of the Q3 level design style. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.