D3adlode Posted January 15, 2005 Report Posted January 15, 2005 Nothing more to add past what others have said, but it's a good start.. keep it up and you'll have a pretty decent first source map! Quote
Taylor Swift Posted January 15, 2005 Author Report Posted January 15, 2005 Okay after some progress and hundreds of compiles.. A lill better lighting finally. Quote
slicky Posted January 15, 2005 Report Posted January 15, 2005 I noticed that too marcos, i think its cuz the lighting has such hard edges and the textures are so generic its like the thing is cell-shaded. Quote
DaanO Posted January 15, 2005 Report Posted January 15, 2005 your lighting lacks subtlety (sp?), both in color and brightness, and in how you used it. try to find out why your world doesn't look 'real' and fix it Quote
Evert Posted January 15, 2005 Report Posted January 15, 2005 Looking a lot better there Nexus, you are on the right track it seems. Quote
Bluestrike Posted January 16, 2005 Report Posted January 16, 2005 Hmm I liked the first screens more then the last, The blocky look made it feel like a real factory. Factory's are not build for design, hell 9/10 industrials buildings are square metal boxes here (modern industial zone) with only at the front side (where the office or reception is based) is tought about looks. Older industial buildings will still have a basic square layout in most cases but walls are concrete & bricks and the roof is not flat but triangles, or halfround. So as far as it goes to realism, I liked the old screens alot more, at least for the factory itself. It looks like the chimney can use more sides and/or a smoothing group tough. I guess most real factory's would be pretty boring at the outside for a level :-). Quote
PhilipK Posted January 16, 2005 Report Posted January 16, 2005 last shot is cool, I like it so far. Quote
Thrik Posted January 16, 2005 Report Posted January 16, 2005 Try to balance your lighting and sky more. Your buildings are dark enough to imply that the sky is completely dark and in the middle of your night, but the sky itself is a lot lighter and reddish. The tone and colour of anything which is getting hit by that sky should be very similar to the sky itself -- as DaanO said, it lacks subtley. Since your sky is currently fairly midtonish, your buildings and such should also be midtonish. Balance! Quote
von*ferret Posted January 16, 2005 Report Posted January 16, 2005 get a ground shot and add a 3d sky cause buildings dropping off suddenly removes you from the atmosphere. Quote
ReNo Posted January 16, 2005 Report Posted January 16, 2005 I like your changes, its coming along pretty well. One other suggestion though - change the name. I'm so sick of all these maps with crappy generic names. Quote
-Stratesiz- Posted January 16, 2005 Report Posted January 16, 2005 Looking better and better, but it's starting to look rather r_speedy even for HL2 standards. How well does it run now? Quote
Taylor Swift Posted January 16, 2005 Author Report Posted January 16, 2005 Looking better and better, but it's starting to look rather r_speedy even for HL2 standards. How well does it run now? It runs 100 % perfect on my comp. No lagg and 0 ping. I have even tested the map with rain and it didn't lag at all. The outside area looks finnished now. Now is only the inside area remaining to do. I have added fog to the map what makes it look realistic. I can tell that it really feels like an early morning outside. But right now i need to find any good sounds for the map. Heh, thanks for your comments. Quote
ReNo Posted January 16, 2005 Report Posted January 16, 2005 Of course you wouldn't get a ping on your own computer - ping is the time it takes to get a reply from the host computer, and since you are the host, it will be 0 regardless of the map. To test performance in HL2 levels you use comparative FPS testing - compare the FPS you are getting in your level to the FPS you get in official levels. Quote
Taylor Swift Posted January 17, 2005 Author Report Posted January 17, 2005 Of course you wouldn't get a ping on your own computer - ping is the time it takes to get a reply from the host computer, and since you are the host, it will be 0 regardless of the map. To test performance in HL2 levels you use comparative FPS testing - compare the FPS you are getting in your level to the FPS you get in official levels. okay, but it's hard to make a map what will never ever lagg. Well, this will take many weeks to complete. Do you know what? I can say that the project slowly coming closer to the end. Right now im designing the inside area. Any comments about the map? Quote
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