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Old 11-07-2006, 04:39 PM   #21
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I've created some better lighting and added windows. I've been drawing out the map fully now and worked on some new area's, but don't have enough eyecandy yet to post screenshots of.

Stay tuned Comments are always welcome !
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Old 11-07-2006, 04:42 PM   #22
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jesus i am lovin ur map so far.
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Old 11-07-2006, 09:02 PM   #23
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Here is a new shot from a corridor next to the flagroom (the stairs down lead to it, as well as the opening in the back). Still need to add decals and such, but that will come later. The pipes could use a reskin to fit the theme a bit better, but the brushworks are all there

The windows will have a visable outside, later on.

http://www.goannasvencoop.com/Hezus/...deopen0011.JPG

Last edited by o_hezus; 11-10-2006 at 05:21 PM.
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Old 11-07-2006, 09:15 PM   #24
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it would be good if it wasn't so grey
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Old 11-08-2006, 05:33 AM   #25
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well umm thats what hes aiming for i think
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Old 11-09-2006, 01:35 PM   #26
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Yeah...

Quote:
I'm aiming for a futuristic/industrial/dark look.
Ofcourse there will be decals and signs later on to break the grey-ness a bit, but I intend to make it look morbid industrial. Maybe I'll kick in a few emergency lights and such that will make it a bit more colorfull, without losing the theme too much.
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Old 11-09-2006, 03:05 PM   #27
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I like how these maps all have individuality.
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Old 11-09-2006, 07:36 PM   #28
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Quote:
Originally Posted by Paft
I like how these maps all have individuality.
Nice way to put it

Anyways, worked on it a bit more and here's a corridor. To give it a bit of underground feeling this corridors is build within the rocks as you can see. The corridor leads down to the flagroom.

http://www.goannasvencoop.com/Hezus/...deopen0013.JPG

Last edited by o_hezus; 11-10-2006 at 05:21 PM.
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Old 11-09-2006, 09:34 PM   #29
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Quote:
Originally Posted by Hezus
I'm aiming for a monotonous/bland/grey look.
Ah, I see.

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Old 11-09-2006, 09:44 PM   #30
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Quote:
Originally Posted by Circuitous
Ah, I see.

Hmm... I'm not good at making my own textures so I'm pretty much limited to what HL2 and the texture packs offer me. I'll see if I can find some textures that are a bit more colorfull.

EDIT :
I'm now combining the greyness with old yellowish white plaster and it does great things to the athmosphere. The old theme was just too grey and I don't want to get players depressed while playing the map I'm sure there are other ways to make it look industrial than just by grey-ish textures.

Thanks for comments and critism so far, they really help the developement of the map, so keep them coming !

Last edited by o_hezus; 11-09-2006 at 10:37 PM.
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Old 11-10-2006, 06:03 AM   #31
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That tunnel looks great, how long have you been making maps for?
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Old 11-10-2006, 11:50 AM   #32
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hopefully afew more varied textures will come out when FF is released so all mappers arent just using the same hl2 standard textures

look good so far though
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Old 11-10-2006, 12:00 PM   #33
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Quote:
Originally Posted by tfcOG
That tunnel looks great, how long have you been making maps for?
About 6 years for Half-life. Before that I made Doom2 maps for about 2 years, so I'm in this business quite a while now

I started off mapping for HL2 in 2004, but the lack of universial textures and my intense dislike for props made me go back to HL1. I prefer to work on my own, but now-a-days mapping isn't a 1 person thing. You'll need to make your own textures and props if you want to realise the map like you want it. If you can't model or make textures you're always depending on what free stuff you can find or what HL2 offers you, which often isn't exactly what I need.
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Old 11-10-2006, 03:19 PM   #34
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Alright, this looks a lot better now. The windows have visible outside now and the grey-ness has been reduced. I've added a bit more rock into the area to for the feeling. Next to that there is volumetric light coming from outside and more spotlights have been added. (just noticed that the spotlights on the right could use a bit of tweaking). Enjoy !

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Old 11-10-2006, 03:38 PM   #35
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Liking the updates, lookin brilliant so far. So whys the thread Wide open (tfc) when this is clearly a source map?
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Old 11-10-2006, 04:40 PM   #36
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Quote:
Originally Posted by BumGravy
Liking the updates, lookin brilliant so far. So whys the thread Wide open (tfc) when this is clearly a source map?
Thanks !

I think a moderator changed that. Origionally I added CTF behind the thread name, so I think he made a mistake. Fix please ?
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Old 11-10-2006, 05:27 PM   #37
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Looks decent thus far.


Make sure by the way Svencoop makes its way into HL2!
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Old 11-10-2006, 05:45 PM   #38
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Updated the top-post of this thread with new screenshots. The rooms will be decorated with team signs, flag, banners, etc. as soon they are released for mappers.
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Old 11-10-2006, 07:45 PM   #39
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Looks like a good start but i think you should put more time and effort into finding textures that match and using colours that compliment eachother.. right now i feel that the the texture and especially the colours clash alot. Thats just my opinion ofcourse
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Old 11-10-2006, 08:13 PM   #40
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Quote:
Originally Posted by decs
Looks like a good start but i think you should put more time and effort into finding textures that match and using colours that compliment eachother.. right now i feel that the the texture and especially the colours clash alot. Thats just my opinion ofcourse
Yeah, I see where you're coming from... I've tried numerous combinations, but this is the best HL2 and the cnc04s texture pack can offer me.

Seems I'll have to wait till an official pack comes and then retexture the map.
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