02-24-2007, 01:15 AM | #1 |
Join Date: Jun 2005
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Mach2 - WIP - UPDATED 24/2/07 23:38 GMT-1
Updated!
Retextured, relit and with it's own half pipe!? Sniper deck overlooking yard, I have got a midfield half pipe which should be interesting to do some tricks on; If you conc and land on it you fly Ramp room with improved lighting Flag room, notice the exit in bottom left that has a ramp which leads to the first floor, by the windows on the right at the top. Last edited by o_own3r; 02-24-2007 at 10:38 PM. |
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02-24-2007, 05:37 AM | #2 |
Join Date: Dec 2005
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Very different/interesting theme you got going outside! Looks a little weird, but not bad at all!
Thank god someone finally picked up mach! Automatically my favorite map. |
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02-24-2007, 06:01 AM | #3 |
Join Date: Dec 2006
Location: Texas, THE USA!!!
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It feels like it is missing some uniqueness and style....
I'm not sure how to explain it, but it feels weird right now (unless those are temp textures, because the combine metal is not cutting it). You should try to make the texturing, trimming, and design more interesting. |
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02-24-2007, 10:43 AM | #4 |
Join Date: Aug 2006
Location: Belgium
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Yeah your floor textures look decent but the wall and ceiling textures need to change.
Style look very HL2-combine, but that might be because of the textures and models. speaking of those models, i think it might be better to cut out the floor underneath them on your 2nd shot, and work it out vertically. The transition with the floor is too abrupt now. i like the architecture you've got for those light pillars in your last shot. keep at it PS: Is this the layout you sent me once ? |
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02-24-2007, 11:12 AM | #5 |
Join Date: Mar 2006
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I'm begging you to make sure the doorways are high enough to allow access even when you hop through them.
That alone spoiled the map on ETF for me T.T |
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02-24-2007, 11:20 AM | #6 | ||||
Join Date: Jun 2005
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The ramp room as you can see has been changed to have another defensive platform and to have a ramp you can hopefully double jump off The second ramp room has been removed since with the current layout 3 entrances is enough I think. |
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02-24-2007, 12:49 PM | #7 |
Join Date: Jul 2006
Location: Melbourne, Victoria, Australia
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That last screenshot reminds me of Halo for some reason.
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02-24-2007, 12:49 PM | #8 | |
Join Date: Aug 2006
Location: Belgium
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Quote:
break open the white bits and extend the model downward to have a more vertical feel. Also if i were you i would'nt restrict myself to the standard combine textures and models |
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02-24-2007, 02:58 PM | #9 |
Join Date: Dec 2005
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not a fan of the combine stuff, i would rather people got away from that rather than using it just because theres a lot of combine textures and models with HL2
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02-24-2007, 03:06 PM | #10 |
Join Date: Jun 2005
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It isn't great, so you have to rely quite heavily on lighting. Im messing with that at the moment, I do quite like some of the special fx that there are though. Combine is not as overused as the concrete/grass theme though so im using it instead also reflective surfaces are fun to work with
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02-24-2007, 04:10 PM | #11 |
Join Date: Dec 2005
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Yes but you can still be innovative and original with concrete and grass, the only limits are your imagination/stash. Its like, oh i cant be bothered making architecture so Ill throw in a premade model thats been used a thousand times already and call it architecture. It also grates on me because you really cant make the map as immersive, If your playing a fortress game you dont want to feel like your in the last levels of HL2 looking for Breen and wondering how many more times you can look at Alyx's ass before the credits.
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02-24-2007, 04:23 PM | #12 |
Join Date: Jun 2005
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I will try to make the architecture more unique, but I like this theme im not bothered that its associated with the end of HL2. Just like concrete and grass is associated with the start middle and end of it. Your argument about throwing in premade models is true of all HL2 and its not specific to my theme.
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02-24-2007, 07:28 PM | #13 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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I like the combine theme. And combine props are more interesting than pipes anyway.
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02-24-2007, 08:25 PM | #14 |
Join Date: Oct 2006
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It looks really nice IMO.
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02-24-2007, 10:22 PM | #15 |
Join Date: Dec 2006
Location: Texas, THE USA!!!
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No they're not Nezumi, they are grotesque :/. Does not have a TF feel with such HL2 metals...
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02-24-2007, 10:26 PM | #16 | |
Join Date: Jun 2005
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Quote:
Anyway updated see first post. |
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02-24-2007, 11:42 PM | #17 |
Join Date: Jun 2005
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i think increasing the lightmap would sort the staggered shadows, especially on this picture..
http://www.ashu39.dsl.pipex.com/mach2_2.jpg |
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02-25-2007, 01:59 AM | #18 |
Join Date: Feb 2005
Location: Finland
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It looks weard in some way but I kinda like the feel you have given to it.
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02-25-2007, 02:44 AM | #19 |
Join Date: Nov 2005
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I like it
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02-25-2007, 05:12 AM | #20 |
Join Date: Nov 2005
Location: Calgary, Canada eh?
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I like it, just fix up the jaggy light and maybe customize some of the textures to give it a more down-home feelin'.
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