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Old 04-28-2012, 08:30 AM   #1771
TZK203
 
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Issus_C, I like it, too, although I would confine the orange light to the inside of that room, if possible.
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Old 04-28-2012, 01:41 PM   #1772
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Originally Posted by TZK203 View Post
Issus_C, I like it, too, although I would confine the orange light to the inside of that room, if possible.
I'm thinking of changing it to an env_projectedtexture aimed at the floor so that it should spread too far through the door. I'll have a little play around with it.
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Old 04-28-2012, 10:19 PM   #1773
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Death Underground (WIP) - Left 4 Dead 2

Coach, Ellis, Rochelle, and Nick come upon an entrance into a mountain that leads to an underground shelter In hopes to be safe.


This is the entrance to the underground shelter.

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Old 04-29-2012, 10:23 AM   #1774
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Old 04-29-2012, 10:41 AM   #1775
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Aazell
To begin with...its...dark
Very dark, its hard to really see anything of your map apart from the nice models Valve supply as default

Anyway, the light coming from the grubs seems really dim, and there doesnt appear to be much reason for them being there. Adding some floor stuff around the grubs might make them look more 'in-place'

Also spamming a lot of rock models around the place, and lighting it up a little more might looks nice.
Put rocks on the ground, put rocks in the ceiling, embed large rocks into the walls (try filtering to 'cliff')
Put rocks inside your rocks

IceAxe18
That room is looking pretty bare, you might want to add things like furniture or windows to break up that wall
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Old 04-30-2012, 01:44 AM   #1776
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Quote:
Originally Posted by shadowmancer471 View Post
Aazell
To begin with...its...dark
Very dark, its hard to really see anything of your map apart from the nice models Valve supply as default
I disagree. Assuming the player has an HEV suit with a flashlight I think this level of ambient lighting is good. You can see enough and your mind fills in the gaps.
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Old 04-30-2012, 02:17 AM   #1777
episoder
 
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it looks good aazell but details do really wonders. put some random bumps and dents in that displacement add some some stones and stuff and compile with staticproplighting and ofc hdr. that color banding looks nasty. this a ldr screenshot huh?
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Old 05-07-2012, 04:09 AM   #1778
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Quote:
Originally Posted by IceAxe18 View Post
Coach, Ellis, Rochelle, and Nick come upon an entrance into a mountain that leads to an underground shelter In hopes to be safe.


This is the entrance to the underground shelter.

Here is some constructive criticism:
That pic doesn't show much, it is just a room with a door, maybe add some detail. The light at the top, where is its source, if you don't have a model there then put one there now.
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Old 05-07-2012, 02:42 PM   #1779
Aazell
 
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It's not all underground in Deep Down...










Last edited by Aazell: 05-07-2012 at 02:57 PM.
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Old 05-08-2012, 08:36 PM   #1780
Trancetasy
 
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Quote:
Originally Posted by Antrix View Post
Hi! I want to show you screenshots of the two levels of my horror mod (maps are almost ready, need only to finish the "mod").
very cool
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Old 05-10-2012, 05:34 AM   #1781
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Just wanted to drop in my work in progress on a full scale Titanic project I've been working on, in the form of a youtube:

http://www.youtube.com/watch?v=yXf0MZwGQds

Still far from finished though And still quite a bit of nodraw faces that I have to retexture.
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Old 05-10-2012, 09:59 AM   #1782
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Quote:
Originally Posted by HL2Titanic View Post
Just wanted to drop in my work in progress on a full scale Titanic project I've been working on, in the form of a youtube:

http://www.youtube.com/watch?v=yXf0MZwGQds

Still far from finished though And still quite a bit of nodraw faces that I have to retexture.
Brush work is basic and there needs to be much more details and props. That been said I can see your effort.
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Old 05-10-2012, 10:39 AM   #1783
Aazell
 
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P
Quote:
Originally Posted by HL2Titanic View Post
Just wanted to drop in my work in progress on a full scale Titanic project I've been working on, in the form of a youtube:

http://www.youtube.com/watch?v=yXf0MZwGQds

Still far from finished though And still quite a bit of nodraw faces that I have to retexture.
What is the purpose of this amazing construction?
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Old 05-10-2012, 11:09 AM   #1784
episoder
 
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titanic source? wow. i like those projects that stretch to the limit of the engine. i've also seen the minas tirith project. same thing. huge bling.

never give up to get that done. i'm sure it will work if you use all the tricks the map structure and the bsp specs have to offer.
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Old 05-10-2012, 07:03 PM   #1785
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@gtamike123: Yea only basic stuff atm except for a few models. Sort of "phase 1" was simply to build the basic structure/layout of the ship. I'll be starting to focus more on adding details first to the Boat Deck soon. Then to the rest of the ship.

@Aazell: I've always wanted to do this, and tried many years back in HL1 but gave up.

@episoder: Already ran and got past a few limits including a max verts limit (I posted in VDC about it). Hoping not to give up! Started this back in December, but became a first time dad in February so its been difficult to find time recently lol. Im hoping to be able to keep this up.
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