SOOPRcow Posted January 16, 2005 Author Report Posted January 16, 2005 More Screenshots: Bellow Quote
zeOx Posted January 16, 2005 Report Posted January 16, 2005 like the "worn out" look of it. best cs_assault remake yet! you should do something about the roofs on the building to the right though. (2nd image in thread above) Quote
von*ferret Posted January 16, 2005 Report Posted January 16, 2005 weren't you working on a HLDM map? Quote
RD Posted January 16, 2005 Report Posted January 16, 2005 remove the bloody fences, just leave the concrete barriers Quote
csharp Posted January 16, 2005 Report Posted January 16, 2005 jea, this is the best assault remake.. GM keep it high Quote
-Stratesiz- Posted January 16, 2005 Report Posted January 16, 2005 The lighting is rather boring and somehow it just looks staged as in the world would end after the buildings that are seen. It's partially due to the way you've constructed the area. It's a typical |---| HL1 styled construction with blocked paths. In general it looks pretty good but get some more buidlings in the background. Height differences would be good as well but it's a tad too late for that at this stage of development. Quote
SOOPRcow Posted January 16, 2005 Author Report Posted January 16, 2005 The lighting is rather boring and somehow it just looks staged as in the world would end after the buildings that are seen. It's partially due to the way you've constructed the area. It's a typical |---| HL1 styled construction with blocked paths. In general it looks pretty good but get some more buidlings in the background. Height differences would be good as well but it's a tad too late for that at this stage of development. You make it sound as if you think I don't plan on adding a 3d sky to the map. As for the lighting the only light entity I currently have in the map is the light_env. Oh, and also know one building in this map is the same height as another (except for the stuff that is a model). As for the blocked paths, its an assault remake no much you can do about it. Quote
-Stratesiz- Posted January 16, 2005 Report Posted January 16, 2005 /me pets soopr~ ~~~ Remove the fences as RDeh said. They make it look less continuous. As for the overall building design, it's good, but you don't need to follow the assault style or layout so closely. It can be more round and bumpy on source, not just prettier. Try to make it less flat playability wise, for example, give the player a chance to go a bit into the alley in the second picture to the right, just enough to get some cover. It will also add some more depth and a sense of a functional world thanks to the increased freedom to move. The buidling to the left in the first image looks like a local fish market. It would be a very nice idea to expand on -> less flat walls, more unique cover=more architectural detail. Quote
Phlek Posted January 17, 2005 Report Posted January 17, 2005 Starting to look a bit better, still could use some better brushwork, but it's getting there. Quote
DaanO Posted January 17, 2005 Report Posted January 17, 2005 Copy-paste from IRC, in case you don't read it there: SO0PRcow: the big problem with assault always was, that its floorplan made no sense. i think you should radically change the purpose of the entire place, and the buildings instead of just making assault more pretty and moving it to a new engine. because so far it looks like that's what you have been doing just come up with a layout, and buildings around it, where the map actually makes sense that'd be far more interesting. i'm sure you can make it look pretty, and the layout plays pretty well already, but now make it a GOOD map as well, something interesting Quote
JAL Posted January 17, 2005 Report Posted January 17, 2005 The darker setting looks better. I see you´ve added some detail also Quote
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