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WIP in WIP, post your level screenshots!


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Posted

Oh. My. Fucking. God.

That is AWESOME, I cannot think of any way to better that, although perhaps it's a bit dark?

:shock:

Is there a single dark pixel in that shot?

No you're right, I forget the monitors at work are rediculously dark...

Posted

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.

Posted

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 :D~

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.

Posted

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?

Posted

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.

Posted

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 :)

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