Mess wrote:http://developer.valvesoftware.com/wiki/Shadow_control
I tried adding one, with the same Pitch Yaw Roll as the light_environment, and it looks alright outside, but looks terrible inside. Am I supposed to use the info_no_dynamic_shadow on all the interior surfaces? Or is there a better way?
YokaI wrote:I don't feel the buildings are varied enough in height to get a realistic "city" feel, and the lighting could probably use a bit of a lightmap bump in some areas which call for more crisp shadows. Some clever use of entity effects could also save the map from being a bit boring visually, like particle effects and such.
I was afraid they were a little uniform, and I tried to break that up a little with the skybox. But I'll take a harder look and see if I can add some more height variations. Any particular areas that would be good for a lightmap bump? And I have some smokestacks, so I could probably add some smoke.
Unstoppable Florence wrote:Too many of the corridors are too bare. The atrium that the hunter attacks you in is a good example of 'why the hell is this here?' The room had no clear purpose for its existence, and just felt contrived. More props in the outdoor areas (namely the courtyard). Also, the headcrab encounter at the start... it was far too easy: I stood by the gate and hit them as they rounded the corner. You could fix this by having them spread out slightly using scripted sequences (so they come at the gate from different angles), or maybe (if you feel really ambitious) script them to jump over the fence.
I'll have to take another pass through and add in some more props and decals. I was afraid of too much junk getting in the player's way, but they do look pretty bare. I was going for more of a lobby feel with the atrium, but I guess that doesn't make much sense with the kind of industrial exterior, so I'm thinking of making it more of a warehouse/storage space, adding in some shelves and (sigh) crates. For the headcrabs, I tried adding another hole in the fence, and that seemed to mix it up a little.
Thank you very much for the comments and critique, keep them coming. I'm going to try and implement some of the suggestions tonight.
Also, thanks to Gradius for explaining the exploding Combine doors, I used it twice in this map and I'm pretty happy with it!