This looks good, I hope you end up finishing.
Some stuff he posted up on steam. Sneaky sneaky
I hope to see some more stuff soon!
Haha! yes I’m working on it at this moment and testing and posting secreenshots XD. I’m working on new areas but about the blue light, it is really bright (I’ll try to fix that^^) Anyway, I wanted to do somthing a bit different from Decay with new areas so I’ll maybe post some screens in a few hours or minutes^^ Otherwise, if I haven’t the time to post it there, I’ll probably do it on steam so if someone want to see updates, do like Deathmonkey7 and check out my screenshot page
Edit: When I’ll have some more stuff, I’ll probably post a video on YouTube so stay tuned^^
You should really learn to make sexy lighting, also, add more details to your rooms.
I took care to remake one of your hallways:
Not anything serious, did this in an hour or so.
I’ll give you my vmf so you can learn a bit more. Keep practicing.
Dredile’s tutorials are pretty good for style stuff. Here’s one on lighting that I think is pretty good.
How to Make your Lighting Look Good: Game Design with Dredile
When he tries to do jokes it’s pretty painful, but they’re few and far between.
One of the big issues I have with the original games - and this goes double for the office areas - is all the blank, wasted wall space. Take this area from Opposing Force:
Look at all that… wall. In any sane, sensible facility, that wall would be half doors and glass, because there’s so much room for office space, the purpose of the entire sector. Instead, it’s blank brick. Black Mesa seriously overhauled this, giving every inch of wall space a purpose. I am using too many italics.
The point is, turn those blank, empty walls into labs, and offices, and janitor closets. Give them a purpose, and the Detail Nazis like me will thank you for it. Look at what Hydral did, and follow his example. Less claustrophobia, more glorious detail. That’s what Black Mesa is about.
Also, flat decals are your friend. Fill up wall space with posters, papers, even a billboard model. Always keep the blank space to a minimum.
Anyway, rant over. That was my two cents on the matter, so make of it what you will. May the vertexes be in your favor, and the overrides light your path.
Ooh, glad to see this popping up, you’ve improved, too! I like the airlock. Can I recommend adding some trim to the window, however?
Man, you’ve been making liberal use of that blue checkerboard since I recommended it. Which brings me to another tip, don’t overuse motifs in your maps or it gets boring quickly. For instance, Anom Mats seems very well known for that full wall window thing (I’d even go so far as to say popularized it in BMRF-based maps), but think about how many times it’s actually used. That’s not to say don’t have a theme, rather don’t use the same interesting piece of detail everywhere just 'cause it looked good somewhere else. Though looking at your Decay maps so far I don’t think you’ll have that problem.
Anyway, eagerly awaiting that video!
It was just a simple hallway, didn’t want to spend much time thinking of a new theme, since it’s not going to be used anywhere.
Also, I really like [COLOR=‘Red’]WINDOWS. They really give a more aesthetic look to something.
I have no idea what you meant by “Though looking at your Decay maps so far I don’t think you’ll have that problem. ^_^” :retard:
That bit was directed towards Jonathan since it seemed we were giving him tips.
First, thanks for your message. And for the window in the airlock, I replaced it with a railing. I’ll post a screenshot in order to see the difference
Here’s more from Jonathan S-117’s work.
I just noticed this in the screenshots, may I ask why the HUD is blue?
Because he wanted his HUD blue.
Actually yes but also because I wanted to try something different from mapping.
Looks decent.But the lighting looks really harsh in…nearly every screenshot.
Yup. You might want to tone down the brightness settings of the lights so that they are not overly blinding. It’s not a huge deal, but it’s something to look out for.
Are you pulling lights from BM’s maps? It sorta looks like the lights weren’t designed for the areas, rather some mugh larger rooms (which would fit some of BM’s Anom Mats, but not these environments.
Nope even if it looks like^^ I wanted to try somthing different and I wanted to see how it is done in BMS so I just looked at the different lights used but I didn’t copy/pasted it
Here is more screenshots from Jonathan S-117 work.
He already posted those above. :hmph:
Edit: Actually, JK. They look like they’re slightly different.