Try to keep it to the 64 grid so your textures tile correctly. The one brick texture on the wall is tiled 3 times when its only suppose to be tiled once vertically. Its a good start though. Keep on building.
Dark_Mage2 wrote:Will have halls containing many arches and enemys, now I will proceed with screenshots.
Spawn Room
Just one quick comment on this picture - the crowbar is given to the player by default when you spawn so the crowbars on the floor there are superfluous.
One quick question too, they almost look like shutes, are they? i.e. do players spawn higher up and slide down? That would be very cool if they do. I've got a similar setup on the map I'm making - the players spawn at the top of a very tall pit and fall into water. It's just a nice little difference to start the map that way, instead of everyone just spawning in front of you.
The only healing will be from health chargers. Here are some screens of the first hall. I wont be making dispacement arches because I suck at displacements.
Dark_Mage2 wrote:The only healing will be from health chargers. Here are some screens of the first hall. I wont be making dispacement arches because I suck at displacements.
First hall under construction
***snipped images***
Should I change the lighting?
Looking good so far, as for the lighting - is that the outside world I can see through those slits in the wall? If so some volumetric lighting would look great. I suppose it all depends on the ambience you're trying to create in your level.
Another question - are they the final textures or just random ones while you do the inital brushwork?
Here is my advice for the next or one of the rooms (yes its done in fricken paint chill im not using my photoshop and wasting time you get the idea.) You could of course arch everything and have giant arches coming down in the center ofver the pits. It would be cool if someone did more elevations in the map with the walkways or at least the center one go up. They could slant up in an arch characteristic lol.