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Posted

It looks too bland and simple. Too HL1 CS like. The indoors look plain even on HL1 standards. Brushwork is plain and blocky.The usage of textures is repetitive and dull without contrast. Lighting looks flat and unnatural as well. The outdoor terrain looks too repetitive.

Posted

It looks too bland and simple. Too HL1 CS like. The indoors look plain even on HL1 standards. Brushwork is plain and blocky.The usage of textures is repetitive and dull without contrast. Lighting looks flat and unnatural as well. The outdoor terrain looks too repetitive.

100% disagree. A dont see any blocky brushwork at all. The textures inside are used very nice, players can easy differs between upper and lower bombspot. Its a very nice map at all, I cant await to play this beautiful map.

Posted

It looks too bland and simple. Too HL1 CS like. The indoors look plain even on HL1 standards. Brushwork is plain and blocky.The usage of textures is repetitive and dull without contrast. Lighting looks flat and unnatural as well. The outdoor terrain looks too repetitive.

100% disagree. A dont see any blocky brushwork at all. The textures inside are used very nice, players can easy differs between upper and lower bombspot. Its a very nice map at all, I cant await to play this beautiful map.

I'd rather agree with Stratty, its only the static props that make the map "better" looking.
Posted

So? That's the point of static meshes after all. I think it's a nice looking map, props are used efficently. The interiors do look blocky and kinda uninteresting but that can be improved upon easily. It's a good start!

Oh and i dig the lighting.

Posted

I really dont like it. Too dark, too much trash, and varying quality through out.

Posted

Especially these areas need work:

You need to make them look more detailed and add more depth. They seem to have about the same level of detail as HL1 CS. At the moment the areas look rather unrealistic. A lot of the surfaces are dragged and the overall room shape is very square like.

nuke12gross.jpg

The 2nd floor passage is way too simple. It needs more definement.

That orange light to the left looks very odd, especially when there is no light source.

I assume the red is some sort of gas but it's just too red at the moment.

nuke13gross.jpg

nuke14gross.jpg

The ramp is too simple and unrealistic. It's too long because there really isn't much room to move objects to the other side of the ramp. It goes almost directly into the pool. The spot lights in the ceiling don't really provide a very natural lighting, especially when there is a pool in the middle of the room. I advise you to make the lights less like spot lights and add some different lights for the pool itself.

nuke10gross.jpg

nuke16gross.jpg

This area looks like a hollowed box with a bunch of models scattered around. It doesn't look very natural.

The overall placement and usage of lights is rather odd. Try to look for some reference shots of similar buildings and whatnot.

The outdoor areas look fairly good brushwise but they lack some contrast as well. All the colors and textures seem to blend into one another making it look very monotonic. Use some additional lighting to highlight certain details and surfaces to make it look more detailed and interesting. The lighting is a powerful tool, use it more efficiently.

nuke6gross.jpg

This building wall in this area in particular looks very grey and dull. The textures aren't the best possible. However, adding some lighting could do wonders.

nuke2gross.jpgThe outdoor cliffs look repetitive, partly because they look too systematic and partly due to textures repeating.

All in all, the outdoor areas look ok, but the indoor areas need a lot of work.

I hope this helps you.

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