[HL2 EP2] Whoopservatory

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Re: [HL2 EP2] Whoopservatory

Postby PuLSaR on Sat Jul 30, 2011 5:29 pm

nice little level. visuals were good and combat was fine. and yes, it was too short
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Re: [HL2 EP2] Whoopservatory

Postby DillonBarba on Mon Aug 01, 2011 4:05 pm

mind releasing your color correction settings? :D
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Re: [HL2 EP2] Whoopservatory

Postby insta on Thu Aug 04, 2011 6:08 pm

DillonBarba wrote:mind releasing your color correction settings? :D


Hey! The map doesn't use color correction, but it uses a fog which is drawn back a lot (it starts at a negative value, like -512 units behind the player), which changes the look of the level.
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Re: [HL2 EP2] Whoopservatory

Postby Gambini on Thu Aug 11, 2011 2:44 am

Just played it. It wasn´t short, it lasted the right amount of time for casual players. I liked the mimics ball and also liked that I didn´t need to learn how parking a semi-truck in reverse in order to use it. People is saying you should have made more use of it, but I think it was jusk OK. As most players want to shot their guns and not to learn how to make an energy ball stick inside a milimetric hole to trigger a button in the other side of the map, bla bla bla... Very good looking locations and good firefights too.

Great mod.
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Re: [HL2 EP2] Whoopservatory

Postby Black_Stormy on Sun Aug 28, 2011 12:57 am

That map was a whole bucket of wow. Very nice use of lighting to direct the player, every room read easily and the map had a very good flow. I especially liked
Highlight to read:
having to fight my way back through all the rooms I had come through.
And the last ten seconds before the fade were pretty awesome. This is how mods should be made, short and sweet and gets the point across. Bravo.
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Re: [HL2 EP2] Whoopservatory

Postby Cunnah on Thu Sep 29, 2011 6:28 pm

Hi I just played this and can I say congratulations your mapping was superb and a clever use of texture and brush work well done.
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