LordDz wrote:Love the tunnel.
But in the 2nd pic, isn't lighting a bit bright? It's a bit like it's using fullbright + lights.
Your right, theirs actually two different types of light sources atm in thier, I will be adjusting the lights
quite a bit.
Epifire wrote:I know some of the first pics in this thread are from last year, but if you still plan on including the tall outside buildings, you might want to consider setting the textures to a lower res in Hammer.
Main reason why, is because at long distances you notice the texture repeats a lot more. I noticed Valve did this on one of the dev' maps with the citadel. Hammer textures were set to 1, instead of the default 0.25. You just might wanna consider that on those open distant areas that are most noticeable with the repeats.
The tall IRobot building, if that's the image your referring to is actually part of another map, it was a brush test I
did awhile back, I was thinking about using it as a secound map but it would still be part of this project in a sense.
Maybe if I decided to make this a full EP2 mod or Standalone MP-RP Mod, I had a dream of making tunnel sections with force connect triggers to send players to another server hosting the secound map. Not sure atm but either way the buildings in those images do need some big texture changes your right, the res is prolly 0.35, bigger resolution would look even more horrid will make sure to get it sorted out.
The city in the images above though are in the current map, and it will continue to grow.
Thanks for the feedback, and i'll be sure to let you know when i'm ready to get testing underway.
Dman wrote:Exterior looks brilliant, like the level of detail and the lighting works well too. Can't off the top of my head think of any critscism other than the fact it looks quite empty, but thats not really a problem considering the maps purpose.
Lots of empy looking space will eventually be filled with more detailed brushwork, and at the end of the
layout process I will be filling in areas with some models, props, etc. Like you said though, when you consider it's an RP map most of the props will be spawned by players.
Thanks for the feedback as always guys, I appreciate it more than you can imagine.