D3ads Posted January 20, 2006 Report Posted January 20, 2006 Oh. My. Fucking. God. That is AWESOME, I cannot think of any way to better that, although perhaps it's a bit dark? Is there a single dark pixel in that shot? No you're right, I forget the monitors at work are rediculously dark... Quote
Taylor Swift Posted January 20, 2006 Report Posted January 20, 2006 Right now I'm working on a hl2 project called dm_slc I'm going to make a modified launch pad for a space rocket. Maybye dual pad's. more about it later... Quote
Zacker Posted January 20, 2006 Report Posted January 20, 2006 As the others said, the shot you showed CJ is really nice. The original HL level design was great and you improved it big time. The feel is still the same, which is important to me, and yet there are fresh and nice additions. Quote
Hipshot Posted January 20, 2006 Report Posted January 20, 2006 Looks awesome CJ, however I couldnt help but notice that the actual entrance looks a bit narrow, my logic says it should be larger, but mebbe thats just the angle. Great stuff, hope the entire port has this quality ~ Actually I think its all right. And I also think, that levels like the intro level in HL, woulden't need to be having the exact same layout as the original. Quote
teeluu Posted January 20, 2006 Report Posted January 20, 2006 I guess i'll be playing half-life trough once more, in case black mesa source is released some day Quote
The Postman Posted January 20, 2006 Report Posted January 20, 2006 It's been a while, but I finally have something to show! Huzzah. That is fucking hot, man! Quote
seppe Posted January 20, 2006 Report Posted January 20, 2006 what do you guys think?? hope you gusy like it, it's my first map, im mapping since a month now. Quote
RD Posted January 20, 2006 Report Posted January 20, 2006 for a first map its pretty good xD I guess you should stick to somekinda theme, i dont really see what its supposed to be. A industrial coastal village? Quote
ReNo Posted January 21, 2006 Report Posted January 21, 2006 The actual architecture looks ok, but the lighting is really rather horrible and bland. Work on that and it will be looking good. First shot is the best - the building in it looks far more believable than the others. For me the blue walls of the warehouse look awkward against the tall concrete base structure in the other shots. Quote
mike-0 Posted January 21, 2006 Report Posted January 21, 2006 cj, i give thee permission to have my babies. Quote
seppe Posted January 21, 2006 Report Posted January 21, 2006 maybe the lightning is bad, because i havn't placed cubemaps yet. Quote
ReNo Posted January 21, 2006 Report Posted January 21, 2006 Nah; people seem to misinterpret what cubemaps are actually for a whole lot and lighting is one area people seem to think they influence. Cubemaps are effectively a bunch of screenshots of your level, taken from the location of the env_cubemap, that when put together form a cube (just like a sky map in HL2). These screenshots are then used to help provide more realistic reflections, refractions, and other effects on the materials that use them. The reason the lighting looks bad (particularly so in the second two shots) is because of a lack of shadows and contrast. It's actually almost like there are no shadows at all, though that is probably because the angle of the shots and the angle of the light_environment aren't too complimentary. Maybe get some alternate light sources in there to help provide contrast, play with the light_environment angle to get nicer shadow placement, and tweak its brightness/colour to make things more interesting Quote
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