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Old 04-22-2012, 03:09 AM   #1756
Aazell
 
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Hey that's looking nice!
I personally would rebuild the fronts of those buildings so that the windows are recessed and the pillars stand out. Just prefab a 128 section and replicate it. It will add a huge amount of difference to the look and feel.
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Old 04-22-2012, 03:23 AM   #1757
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HL2 Deep Down

Mid development shots of a new area...





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Old 04-22-2012, 09:02 PM   #1758
TZK203
 
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Originally Posted by Aazell View Post
Hey that's looking nice!
I personally would rebuild the fronts of those buildings so that the windows are recessed and the pillars stand out. Just prefab a 128 section and replicate it. It will add a huge amount of difference to the look and feel.
While I like your suggestion, this area is not a place that will take more than a few minutes to figure out where to go from there--it's a puzzle, got to think.

The effort put in might not actually help in the long run. It won't pay up the debt.
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Old 04-24-2012, 11:22 PM   #1759
dazza159
 
 
 
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new vid of first and third level:-

1st:- http://www.youtube.com/watch?v=zhv2pW3Ohg4

3rd:- http://www.youtube.com/watch?v=zdQrx...feature=relmfu

Enjoy!

Any feedback is appreciated
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Old 04-26-2012, 08:14 AM   #1760
gtamike123
 
 
 
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Cool HL2DM Map <---

This is the map I'm working on. (HD textures)











View more screenshots here
http://steamcommunity.com/id/gtamike/screenshots/

Last edited by gtamike123: 04-26-2012 at 08:20 AM.
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Old 04-26-2012, 08:37 AM   #1761
episoder
 
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nice tile floor. reminds me to do my version of that again. never had that in source tho. should be easy. 5 minutes texturewerkk. will look different tho.
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Old 04-26-2012, 09:55 AM   #1762
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Originally Posted by episoder View Post
nice tile floor. reminds me to do my version of that again. never had that in source tho. should be easy. 5 minutes texturewerkk. will look different tho.
Thanks only 5 days work so far.
This is what the old version looked like.

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Old 04-27-2012, 04:56 PM   #1763
Issus_C
 
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Just started this room yesterday, and finished it off by adding this big broken down door. The orange lighting may be a bit bright from outside but I'm pretty damn happy with how this looks!

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Old 04-28-2012, 08:30 AM   #1764
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   #1765
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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.
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   #1766
IceAxe18
 
 
 
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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   #1767
Aazell
 
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Old 04-29-2012, 10:41 AM   #1768
shadowmancer471
 
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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   #1769
CrowbarSka
 
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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   #1770
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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