you mean im not the only one? im always a sand-a-holic so to speak. Everything with sand, yellow color is cool 2 me. Its a curse i tell ya, a curse!Oniyuri wrote:That looks nice. I dunno why, but the sand makes me feel happy.
oc_osprey
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I would say from the new screenshots:
*The bunker uptop needs abit of work. Make sure to have parts of it breakable
*More lighting, its very dark.
*Fix up that texture alignment.
*Give the light_enviroment a yellowish texture and make it brighter. Would look nice with some HDR out there
*Also, try to make the area outside larger.
*The bunker uptop needs abit of work. Make sure to have parts of it breakable
*More lighting, its very dark.
*Fix up that texture alignment.
*Give the light_enviroment a yellowish texture and make it brighter. Would look nice with some HDR out there
*Also, try to make the area outside larger.
skidz wrote:I would say from the new screenshots:
*The bunker uptop needs abit of work. Make sure to have parts of it breakable
*More lighting, its very dark.
*Fix up that texture alignment.
*Give the light_enviroment a yellowish texture and make it brighter. Would look nice with some HDR out there
*Also, try to make the area outside larger.
THATS a nice reply. Critics and information at once. THANK YOU xD.
I re-worked the Room, the Textures with the blue stripe are normal that way, that's even the same in sc_osprey.
Sure, I can give the light_env a yellowish texture and do it brigther. HDR lightning will be contained in the "update"(tommorow).
The Area outside larger?....hmm...would have to move almost half of the map, but the part that would need be moved it currently empty.
I have added a "mini-quest" to the map, where you have to re-activate the power by teleporting to the generators room. The defence there isnt weak.
Screenshots from the stuff will follow tommorow, as said above.
Add some sprites in the spawn room as well, portals.Maxunit wrote:skidz wrote:I would say from the new screenshots:
*The bunker uptop needs abit of work. Make sure to have parts of it breakable
*More lighting, its very dark.
*Fix up that texture alignment.
*Give the light_enviroment a yellowish texture and make it brighter. Would look nice with some HDR out there
*Also, try to make the area outside larger.
THATS a nice reply. Critics and information at once. THANK YOU xD.
I re-worked the Room, the Textures with the blue stripe are normal that way, that's even the same in sc_osprey.
Sure, I can give the light_env a yellowish texture and do it brigther. HDR lightning will be contained in the "update"(tommorow).
The Area outside larger?....hmm...would have to move almost half of the map, but the part that would need be moved it currently empty.
I have added a "mini-quest" to the map, where you have to re-activate the power by teleporting to the generators room. The defence there isnt weak.
Screenshots from the stuff will follow tommorow, as said above.
Hmm i tried adding sprites via env_sprite, but I get following errors.
For example:
I don't know, what I'm doing wrong...anyway, I will extract the oldschool teleporter sprites from HL1: Source ^^
For example:
Code: Select all
Model sprites/strider_blackball not found!
Yep..you need to apply the file extension .spr to the path.
Strange, but solved the problem...
Anyway, I have added the old HL1 Teleporter Sprites xD
Now I have done many stuff, i just need to resize the outter part. It already has HDR Lightning, the yellowish touch. Then I will go on with mapping the last 2 rooms for part 2 of the map and adding some more triggers to it.
I think, a playtest is do-able tommorow already, if I am fast enough.
Strange, but solved the problem...
Anyway, I have added the old HL1 Teleporter Sprites xD
Now I have done many stuff, i just need to resize the outter part. It already has HDR Lightning, the yellowish touch. Then I will go on with mapping the last 2 rooms for part 2 of the map and adding some more triggers to it.
I think, a playtest is do-able tommorow already, if I am fast enough.
I have just resized the outter part and added some things like the containers. One is made out of brushes, so that I could do the damaged "entrance" and the damaged ceiling. The Contrainer includes following:
Uzi
Bullchicken/Bullsquid
Healthpack
So far, I have the map this far done:
Level 1: Playable Beta
Level 2: Testing Area/In Development
Outter Part: Playable Beta
"The Generator"(extra): Playable Final
I will post at least 2 new screens during the day.
I will create a features/development list with things, I have done/i have to do in my first post to keep you updated.
Greetz,
Maxunit
Uzi
Bullchicken/Bullsquid
Healthpack
So far, I have the map this far done:
Level 1: Playable Beta
Level 2: Testing Area/In Development
Outter Part: Playable Beta
"The Generator"(extra): Playable Final
I will post at least 2 new screens during the day.
I will create a features/development list with things, I have done/i have to do in my first post to keep you updated.
Greetz,
Maxunit