Zyn Posted December 11, 2004 Report Posted December 11, 2004 Good work, and I have some suggestions: - Make the ground into a displacement also. You can make your own blended materials for this, so you can keep the current texture and add spots of grass, together with detail.vbsp to add 2D-grass detail sprites on the grass-spots on the displacement (omg, hard to read eh?). Some bulges here and there but not mountainpeaks . - Spotlights in dark areas, like the red cagelight-prop with an intense red light_spot pitched downwards from the prop. - Env_sun Quote
-Stratesiz- Posted December 11, 2004 Report Posted December 11, 2004 y00 can do bettar fettar~ It does look very good playability wise. Quote
mike-0 Posted December 11, 2004 Report Posted December 11, 2004 It looks good. It's a little different than every other map being made for hl2, which is a good thing. Quote
sk3tch Posted December 11, 2004 Report Posted December 11, 2004 There's one thing I notice in HL2 maps...they're so gloomy and grey (except the sky). Nice job on the map so far von*ferret ...Only thing I would complain about has more to do with the new engine than you. :wink: Quote
ReNo Posted December 11, 2004 Report Posted December 11, 2004 Looks cool to play and I like the theme, but to me it just doesn't look like source. Most likely because you have been liberal with your use of props and displacement surfaces On a more serious note though, adding in more colour and contasting lighting will make a huge difference, as would a bit of an increased detail level. Got potential though, looking forward to playing it Quote
von*ferret Posted December 11, 2004 Author Report Posted December 11, 2004 -Spotslights have been included in the latest built. -Env_Light will stay the same. I like the dirty feeling. Color will come from the action, spotlights, and players. -The map is probably not going into the HLDM contest RD. SPeaking of which I'd love to talk to you about entities. -the Sorroundings are not on display for a reason, they are not done yet. I'm focusing on getting good frame rates with what needs to be in place before sprinkling the building props everyone goes gooey for. -I'll look into adding grass detail sprites to the dirt, but I dont know how and at this point there are other priorities. But we love the idea and tried it yeterday afternoon real quick. -This skybox doesn't have a real "sun" location so an env_sun might not be nesc. -Strat I know it doesn't look complex and uber interesting. But that is kinda the point. The gameplay is intense and different from anything else you're going to find for HL2DM. -Reno I think you're meaning to say I've been "conservative" with my use of displacement and props. Like I said, i added spotlights I'll try to update the pics sooner or later. Quote
ReNo Posted December 11, 2004 Report Posted December 11, 2004 LOL good point Ferret, dunno why I the hell I mixed those two up Quote
static07 Posted December 12, 2004 Report Posted December 12, 2004 looks good reminds me somehow of both cs_assault and de_vertigo Quote
RA7 Posted December 12, 2004 Report Posted December 12, 2004 Nice indeed, reminds of me of VERTIGO. Quote
Dreaded Fist Posted December 12, 2004 Report Posted December 12, 2004 First I'd grab it firmly on the hip with my right hand as I penetr.... Er.. Everything is great imo, except for the barricade things. You should be able to pick them up and fire them around as well. Quote
OL Posted December 12, 2004 Report Posted December 12, 2004 i havnt played it, but from the shots it looks pretty barren... like a hl1 map almost. you should liven it up a little with some machinery maybe, scaffolding, construction site stuff. if its for hl2dm it should have lots to throw around also, i dont see much! Quote
DelaZ Posted December 12, 2004 Report Posted December 12, 2004 Looks cool but reminds me of vertigo. I bet the HL2 engine can do alot more than this Quote
spacer Posted December 12, 2004 Report Posted December 12, 2004 It looks a lot like Max Payne 2... which is a good thing . Quote
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