by mookie on Tue Mar 30, 2010 11:57 pm
I don't play HL2DM, and I'm just going off the screenshots right now.
(1) The colour of the fog doesn't really go well with the white-lit concrete (it also doesn't go that well with the plain grey concrete even without the clean light). If want to keep fog here, in this case I'd stay start the fog off at zero distance from the player, so that everything you see is colored by it to varying degrees.
(2) The fog doesn't fit with the open bit of skybox at the top. IMO, if the fog gets to full-strength within your eyeline, the skybox should just be a flat colour matching the fog, unless you can work out the angles of having part of the sky clear directly above and still having the fog blend into the skybox. Neither of those is really applicable here, since all you see of the skybox is a little hole in the roof. In other words, if I can see a brush that's fully faded out in the fog, I should not be able to see its edges against the skybox.
(3) The light coming down from the skybox seems very unrealistic. The sky is not nearly bright enough to support it, since no sun is visible above. Also, with this amount of fog, the light probably would not penetrate that far and stay such a clean, bright white.
(4) What Megadude posted about lighting is right on to me and that tutorial looks good. I didn't actually read through it, so forgive me if I duplicate something here. For that cagelight, or any kind of bare bulb, what I've found can help sometimes is to add some linear to the quadratic. In case you try and think it's not working right, try 1 quadratic, 50 or 100 linear. This will reduce the over-bright spot of light on the wall.
(5) The brushwork is still pretty simplistic. Try building your free-standing floor sections as a floor/ceiling brush, with a thin (maybe 4 or 8 ) edging brush all around it that extends a little above (maybe 2 or 4) and below (maybe a bit more, maybe not). Then differentiate the floor, ceiling, and edging with different but complementary textures.
(6) I can't tell what exactly your stairs look like from these screenshots. Typical mistakes are to make them too large and too steep. I like 8 or 10 units per step and no steeper than 2:3 myself. As you run up the stairs, if your screen visibly lurches from each step, they're probably too large. And if it seems like you push into the stairs, then rise up a bit too much once you stop, they're probably too steep. What's normal will vary from game to game some, so compare them to other stairs in HL2DM for consistency.
(7) Unless there's more I can't see, the layout looks too simplistic. It seems like, to find out where the enemy is, all you need to do is stand still and look around, since the whole level is pretty open. Dividing the level between above and below this bridgelike thing might work, but for that to happen they need to be a little more definitely separated (possibly by reducing the walkable below area to the same footprint as the above area, or a little smaller), and each one needs more hard cover to make each somewhat playable individually. Otherwise, there needs to be a lot more hard cover to the two sides of the bridge, making the walls each into a playable area.
(8) The coloring overall is very bleh. Monochrome brushwork can be good with nice textures and good, varied lighting. But these textures are not nice, and the lighting is neither good nor varied. And anyway the concrete here is several different greys, so it doesn't really work as monochromatic anyway.
(9) Visually, the crates and barrels don't really blend in.
"When you mess up, it makes me feel better about me." -- Vince Masuka