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Enemy Within - HL2 SP Mod.


Nih

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Basically these screenshots are from an action/horror singleplayer mod for Half-Life 2 I've been working on for.. quite a while. You might notice that I've used some of PhilipK's and Hourence's textures. They've been really useful to me :)

As you can see there's a lot of different themes used in this mod. Don't worry about it, it's meant to be that way :wink:

Your thoughts/crits/pointers would be greatly appreciated :)

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Sorry for the screenshot overload, heh.

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First thing that came to mind is that it lacks depth in the locations, and rather dull in theme/location which can be improved by filling it up with suitable tweaks. I'd also like to note that the overall structure in most shots may be a little too simplistic at times for Source. From what you've done in the screens though, it's not too bad - my opinions/suggestions:

Screen 1

I'm not sure what this location is trying to represent, too empty I guess. Lighting also feels wrong considering the light sources. I think there is too few lights to make that area as bright, and I think the ceiling would be darker as well.

Fill the the ceiling a little bit, make it slightly higher and add vents and pipe work at the top if it's some industrial type of location. Try to make this area quite dark, but visable and maybe a few red lights up there. I'm thinking along the lines to how the Nightwatch team did it. If this location is a storage area or warehouse type of location then adding large crates wouldn't be so much a problem here, so long as they're logically placed (not random angles) like a warehouse would. But again I can't seem to grasp the location type. There might also be a few too many vent shafts along the top - if that's the point, maybe "two per slope" would look less cluttered.

Screen 2

Structure feels a bit too "messy" - I think that's because of the blue base texture you're using, as well as how the wall concaves, though not too big of a problem. Some texture alignment could be worked on a bit. Those wooden panels at front suddenly end before the panel can even start to tile itself to the right, same to the left of the screen.

Screen 3

I like the sky, bring a deadly and bloody ambience to the level but the lighting and structure isn't doing it too great. The red lighting is a nice idea, however it feels too dulled, but that doesn't mean an intense red (which hurts my eyes) is needed either. If you look, tops of things have a deep red while sides of walls dull this colour out - I'm not sure if this can be balanced out, possible via the "ambient colour" in lighting options?

Screen 4

I'm liking the colour of lighting in here, doesn't feel sickly but it creates an interesting atmosphere. I'm assuming this is either an office or appartment area? Add some couches which tables that have lamps/magazines on them, signs on walls (room numbers if appartment? Locations if office?) I'd also suggest adding paintings to the walls. I'm not too sure about the placement/usage of the lights - it works but I also feel it doesn't. Maybe some ceiling square lights would be more suited here, then some small wall lights.

Screen 5

I don't really like this screen too much, if at all. It doesn't feel like anything or just rather generic. From the screenshot I can see two visable light sources, where the top is enclose while the room is well lit - might need too more closer to the left side. What is this location? Sewer located? Industrial building located? Underground? Grates, shafts, large pipes, generators or something to fill it up or make it at least a little more interesting to be in.

Screen 6

Major problem is the emptiness here and the fact I can't tell what this area is. Looks like something expected in some gallery / upper sewer levels or prison. If either (or elsewise) needs more structure and detail to fit those themes. Can't reccommend much here unfortunetly.

Screen 7

Generally okay area. Major grips is the texturing since it feels like you're using too many "base' textures. Find some textures with a bit of trim and detail which you can use on the platform block side behind the cars. U also think the blue-ish/white light could stand out a bit more but adding another closer to the steps. Stairs also need supports and railings (it's a carpark afterall)

Screen 8

No problems, except the terrain texture feels dull (maybe just the lighting)

Screen 9

Obviously an unfinished area, so my only suggestion here is to get rid of those bars that cross between buildings - quite illogical in my opinion since these are two seperate buildings, if one was replaces/knocked down for example... - and have streetlights/tall street lamps here instead.

Screen 10 & 12

Looks fine, nice ambience here. Make sure you add some great background/ambient sounds of slight wind, crows in the distance and maybe some cricket sounds?

Screen 11

Feels rather busy this time with the textures and it's the pipe the seems to cause this feeling. Also add some floor grates to fill up some space in the floor with pipe work / vents / cables running underneath.

Screen 13

Again, I love the red sky and it feels a lot better here. This location kind of reminds me of Unreal, or some mod for it I've played. The empty space works, but maybe add some more dead trees about, possibly some terrain different as well where it looks flat.

Screen 14

Don't like this one at all. Feels too busy, and the structure looks flat. Needs more defined architecture and depth - similar to the Citedal in HL2 had a unique structure and design, this facility could as well. Take some points from screen 1 and 11 that could help.

Screen 15

Brick texture choices doesn't feel right here, and overused when looking back to screenshot 1. Think the pillars might be a bit too much on the large side, make the thinner perhaps. Don't know what to suggest but this area doesn't feel right.

Screen 16

Empty space works well here actually, spotlight also adds a nice feel but it should actually add a bright spot on the floor. Since this is a horror themed mod, maybe a dead body with some blood around it can be the "focus" of the spotlight.

This is a good screen how you could go about the industrial location exteriors, and other tweaks to structure/texturing;

http://www.bidoulmarc.be/moroes_maps/de_industry/de_industry0004.jpg

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Warby and JamesL: I see what you mean. Since I'm usually working with large areas it can get kinda hard to think of things to place. I did get some new ideas after you pointed it out to me :)

Thanks for the input.

Quakis: Thanks for writing crits down for each screenshot, although I'm kinda surprised my screenshots weren't received better. I'll definitely take your points into consideration.

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You don't have to add in more detail. You can go for a minimalist look in certain areas, most modern architecture is like that, but you have to make it work visually, so it can be visually impressive and still be simple. From what I see it looks like you might be able to do that for certain areas.

So it can be empty, but if you do it right, it won't seem empty. know what I mean?

So while I agree with the above mentioned, don't always take it as a rule for everything.

just my 2cents

:)

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You don't have to add in more detail. You can go for a minimalist look in certain areas, most modern architecture is like that, but you have to make it work visually, so it can be visually impressive and still be simple. From what I see it looks like you might be able to do that for certain areas.

So it can be empty, but if you do it right, it won't seem empty. know what I mean?

I had it in mind, but I forgot to mention something like that. haet u :fist::P

Quakis: Thanks for writing crits down for each screenshot, although I'm kinda surprised my screenshots weren't received better. I'll definitely take your points into consideration.

No problem. Good luck with it.

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Quakis pretty much nailed it on the head, looks very promising though. How big is this going to be? What's it about? (apart from being horror based). Looks like you've been very busy!

Only big crits for me is the pipes using Philip's textures, they just don't look right and the red sky is perhaps too red (unless that is an alien planet or something?).

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The textures used in some areas don't work well with the simple geometry.

The lighting is the biggest let-down, it's not 'bad', it's 'very bad'. Too contrasted in areas, too saturated, the same light props used throughout several very different locations. Not enough variation in a single scene - just looks liek one colour light placed around until you can see things - try and focus more on the lighting or just show fullbright screens, because as it is the lighting is dragging down the impression of the level.

Survival horror, right? Fill in areas with black, don't let the player see into certain places - tone down the lights here and there to make it look like an ominous place - use some flickering lights, some fire etc. If you are surviving some kind of horror, where are the hints that any horror has taken place? Blood trails, dead bodies, broken glass, burning things, disarray etc - use the lighting to build up the tension and let the player know something is about to happen.

or you could just get rid of those fugly red lights and point_spotlights. That'd go a long way to making it look less banal.

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