Bluestrike Posted April 30, 2005 Author Report Posted April 30, 2005 Old: http://www.bluestrike.be/portalstorm/ct ... rm0007.jpg New: http://www.bluestrike.be/portalstorm/ct ... 390000.jpg Better no? Quote
Hourences Posted April 30, 2005 Report Posted April 30, 2005 Too many lamps in both pics, too much light and Id place multiple pipes because now that single pipe feels lost and in the middle of nowhere like Still a low poly simple floor too Quote
DaanO Posted April 30, 2005 Report Posted April 30, 2005 Still don't like the colors / lighting. Quote
Bluestrike Posted April 30, 2005 Author Report Posted April 30, 2005 I like the collors and thats really all that counts > Some beter lights now I think http://www.bluestrike.be/portalstorm/ct ... 440000.jpg Quote
Belgarion Posted May 1, 2005 Report Posted May 1, 2005 Much much better. But I don't think you're accentuating your architecture enough. The lighting is overall much better, but I'd like to be able to see the supports lit more brightly. Maybe increasing the spot_light intensity is all you need. Quote
Zacker Posted May 1, 2005 Report Posted May 1, 2005 I don't think that this map is as visually stunning as your other two Source maps. Thoose however were also pretty cool... This map looks pretty basic, but that is also the general style of theese type of games. I would say that it's pretty good for a HL2CTF map to be:) The last shot of Rebel base is for sure an improvement over the first one. Quote
static07 Posted May 3, 2005 Report Posted May 3, 2005 Looks empty, need detailed. As now it looks like it could run on a 5 year old UT engine. With work it could turn out great, I'm sure. Quote
-Stratesiz- Posted May 3, 2005 Report Posted May 3, 2005 http://www.bluestrike.be/portalstorm/ct ... 440000.jpg While that is better it's still too repetitive which makes it boring. Avoid repetitive hallways, always make something that breaks the repetiveness. Lighting isn't enough in this case. Quote
ReNo Posted May 4, 2005 Report Posted May 4, 2005 I agree with Strat, but I do think the improvements you have made are nice. I don't think it would be too hard to break the repetition in here to be honest. For example, try pulling out some of the pillars in the middle of the right hand wall, put some sort of alcove or something in their place. Put something of interest in the centre of the alcove (teleporter, combine ball spawner thingy, a pillar, whatever), and you could put ammo packs or whatever HL2CTF uses behind it. Or perhaps instead of an alcove you could put in a platform or something that overlooks a non-reachable portion of the level, purely for aesthetic purposes (a 3D skybox, a small undergroun cave or river, whatever). It doesn't have to be a big thing that takes hours to create, but its just something to add variance. I agree that you've struck a nice set of colours though Quote
Lee3dee Posted May 17, 2005 Report Posted May 17, 2005 I see "Object not found! The requested URL was not found on this server. If you entered the URL manually please check your spelling and try again. If you think this is a server error, please contact the webmaster " Quote
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