Smokey Posted December 26, 2004 Report Posted December 26, 2004 Well....This map I WAS working on. I've decided to scrap this map and do another one like it but with a better layout. I just would like to know what you people think about the theme, since I'll be making another one like this one. Quote
DelaZ Posted December 26, 2004 Report Posted December 26, 2004 I kinda like the last shot... although it looks very HL1ish. The first two screens look very empty. It all looks very gray and kinda boring. Maybe add some color to it, and some better (less gray) textures. Also you can add alot more detail to the architecture... like the transition between the window and the ceiling etc, and some better use of textures. The lightning also looks rather plain imo. Quote
skdr Posted December 26, 2004 Report Posted December 26, 2004 You got the theme going on nicely there, but it needs the goodies what HL2 offers. Lights, blooms, shiny surfaces, props etc. Keep it going. Quote
Smokey Posted December 26, 2004 Author Report Posted December 26, 2004 You got the theme going on nicely there, but it needs the goodies what HL2 offers. Lights, blooms, shiny surfaces, props etc. Keep it going. Ill be sure to take these things into consideration on my next map whick I'm working on now. Thanks for the coments Quote
von*ferret Posted December 26, 2004 Report Posted December 26, 2004 Level Design is an art, though more complicated than a traditional art piece. Level design requires both thought into gameflow as well as the aesthetics presented to the players. When working on your aesthetics think of a couple of things similar to traditional art. From every view you should have a range of values running from black to white. Think of this as your light values. Your map seems to be only hitting the middle greys. If you spent some time making shadows (black) and some highlights (white) you'd have a much more interesting composition. Quote
Smokey Posted December 26, 2004 Author Report Posted December 26, 2004 Level Design is an art, though more complicated than a traditional art piece. Level design requires both thought into gameflow as well as the aesthetics presented to the players. When working on your aesthetics think of a couple of things similar to traditional art. From every view you should have a range of values running from black to white. Think of this as your light values. Your map seems to be only hitting the middle greys. If you spent some time making shadows (black) and some highlights (white) you'd have a much more interesting composition. Hmm...good suggestion. I'll also take this under consideration. Quote
mike-0 Posted December 26, 2004 Report Posted December 26, 2004 It has a HL1 mood to it, in a good way. However, it doesnt seem like the map would be a hectic gravgun fest (which i think is cool). Although being wide open and spread out is good for a DM map, this map is too wide open. Quote
Smokey Posted December 26, 2004 Author Report Posted December 26, 2004 It has a HL1 mood to it, in a good way. However, it doesnt seem like the map would be a hectic gravgun fest (which i think is cool). Although being wide open and spread out is good for a DM map, this map is too wide open. I didn't exactly finish the map. I would of added more props and detail to those parts in the screens if I would of finished it. Quote
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