DM_Sewers

Reveal what you have made so far and get feedback on development.

DM_Sewers

Postby upriser on Thu Jan 13, 2005 9:34 pm

Tell me what you think of it in the current state. This is the main room.

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Postby upriser on Tue Jan 25, 2005 4:50 pm

Anyone have any comments about this room, good or bad?
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Postby BaRRaKID on Tue Jan 25, 2005 5:08 pm

could you make the screens brighter? i can't see them well..
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Postby zombie@computer on Tue Jan 25, 2005 5:21 pm

the walls are a bit bland...get some decals on them, esp waterstains would look good in sewers, maybe even spraypaints and/or blood

how does the map run? those pipes seem to be a pain for source if they are all brushes...
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Postby Carl on Tue Jan 25, 2005 7:03 pm

looks good except it does look a bit bare, sure itmight be sewers and not much really goes on down there but im sure there will be maintenance rooms and various equipment lieing around.
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Postby upriser on Thu Jan 27, 2005 4:53 am

Yeah, it is a bit bare. I've been trying to figure out how to leave out complexity, as it's pretty heavy on that, but still make it look better. I can't quite get the mood. Ugh, I'll keep at it. Here are some, hopefully, brighter shots.

By the way, most of the shots show the level in the flooded mode once the switch on that central column is hit.

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Postby Serever on Thu Jan 27, 2005 7:23 am

what the goddamn is the red white and teal thing in the sky???
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Postby holy_cheese on Thu Jan 27, 2005 9:26 am

its when he's under water, not sure why it does that.

one way you could improve the mood of the map would be to use some light fog, and then use the advanced fog tutorial (when the tut's are back) to make some dense fog linger around the water, and maybe so cracks in pipes. you could also and steam jets and such. add valves etc.
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Postby upriser on Thu Jan 27, 2005 4:53 pm

Yeah, if anyone can explain the French water I would be grateful. As it is, I just deal with it, but I realize at some point I have to resolve the issue.
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Postby Cyberblast on Thu Jan 27, 2005 4:56 pm

can't you decompile the sp map where the water rises? It might give an explanation.
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Postby upriser on Thu Jan 27, 2005 5:38 pm

Are we allowed to decompile maps, then?
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Postby Cr4ig on Thu Jan 27, 2005 7:36 pm

yes, if u wanna find out entity stuff, although plz dont try to remake from the vmf's
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Postby Cyberblast on Thu Jan 27, 2005 7:44 pm

Oh he won't I can tell, he only needs to get his water working. There's a thread about the decompiler, if you read it you'll have an idea what it's good for :)
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Postby upriser on Fri Jan 28, 2005 8:32 pm

Yeah, I think maybe I'll try that. Now I just have to figure out which map has the rising water, since I can't even remember the chapter it was in.
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Postby Jest@ on Fri Jan 28, 2005 9:23 pm

lol yeah had a look too, even stated noclipping my way through HL2 to find the level...but got bored :)
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