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Posted

Just tested this as alpha 8 last night with some friends durring a lan and was pretty pleased with the results. So I've decided to release it as beta 1. If someone could get it up on a server for testing and such (and maybe even get input from some people?) I would really appreciate it.

I've had several sections finished for a long time that I never updated my site with, so I'll put up a few pics right here.

1.jpg2.jpg

3.jpg4.jpg

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7.jpg

There are more pics available on my site's dm_subway page. Here's the zip file.

Posted

the overall look of it seems to fit in very well...as in

there are no clashes of color or brightness...

however, there seems to be quite a few dark areas that reminded me

of the wonderfully lit game that is doom III

Posted

BELG!! :)

I'm with the guys above... I think it looks great for a beta 1 :) and could improve bigtime while you work on it , what is it exactly ?

I hope that train is moving ? that'd be awesome :D

Posted

very good use of the hl2 textures and stuff.

but I'm still waiting for some fancy custom textures and models maps.

even the new de_port looks like city17. can't stand c17 anymore.

but your map is nice indeed!

Posted

hmm I am going to have to disagree with some of these guys. Here is somethings that I noticed while looking at your screenies.

Alot of the lights arent parents so they dont properly light well (i.e. 1st screenshot, top right of the picture you will noticed that only the bottom face is lit, when actually all 5 faces of the light shout be white also.)

Your missing cube maps in certain places, it is easy to spot the sunset reflection of the specular maps on the props. So make sure you properly use the cube maps to get the right reflection surface and not a mix and match of colors on the models.

Tid bits: Bulky stairs over the train (not to appealing). Randomly placed props to fill up space and have no apparent value... just space fillers (i.e. white cylinder type things on the wall and the humongous machine by the stairs..... thats a filter tank....). Generic texture used through out map on the walls. I would suggest using a more variation of textures and trims to provide a more visually appealing to the public. One texture for all the ways seems a little dull then usual.

I hope this helps a little. Keep up the work.

Posted

Belgarion your maps atmosphere are shifting!

But the lighting looks really weird. It dont fit in. You have to make the map more torn, destroy some more brick walls or something. I really dont like the lighting because it looks slobby to me. I know that you can do better than that, white for light is sort of low for a map like that.

I recommend that you once in a while makes some more yellow/orange spots around in the map.

Well.. the map looks groovy, just tweak the lighting.

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