Hey
I’ve just finished uploading video of my Source SDK project:
https://www.youtube.com/watch?v=VHerrvslLYk
What do you think about it?
Hey
I’ve just finished uploading video of my Source SDK project:
https://www.youtube.com/watch?v=VHerrvslLYk
What do you think about it?
Looks pretty plain. And what are those weird pink graphical glitches?
That’s the artifacts that Quicktime made while converting to format that iMovie would accept (because .avi is way too popular to be supported).
And yeah, some newer parts like cafeteria or hallway are not yet fully furnitured, and i need to add some new textures to do get what i’ve wanted there. There are also more locations than in this short video, that are already more or less finished, like this small concrete security post you could see from outside (there should be clip of it’s interior, but it got lost during editing), lab, generator room, office and some more.
This is still under heavy development, and technically it’s the my first map in Source (though there’s only one wall left from it’s original state), so i like the progress i’ve made so far.
meh.
I like, couldn’t do it myself :>
lighting
it hurts
Not too bad. I recommend using duller lights and some env_sprite’s to give it a nice glow effect.
Yeah, definitly make it a lot darker with some ambient shadows.
TIP: Even if a game’s graphics suck, good deep black shadows can make it look like heaven. And if the shadows move, the better they look.
I hope you’re not referring to Doom 3. The game of blackness. :fffuuu:
Disagreed. Doom 3 was a beautiful game. <3
Btw, nice “Black Mesa” style release date. It’s a good way to go about when you’re a modder. Pressure/Rush: 0%
Thanks for all the feedback, and OrderOfDagon saying more than just “meh”
And i did copy the release date from Black Mesa… but hopefully it’ll come out earlier.
It’s one giant box after another giant box. With stuff thrown in!!!
Try adding a bit of variety to the rooms. Support structures, windows, vents, arches, skylights, stairs, ramps, catwalks, etc. An entire map made of rectangular rooms gets boring quicker than you can say “Wolfenstein 3D”
What he’s saying is, make rooms shaped like swastikas. Just like Wolfenstein.
I’m glad someone gets it!
You got detail going on thats good, but not needed at the stage it looks like you’re at. Need to work on geometry more, its very blocky, and that gets people tired of the map/mod FAST! Then lighting, try to explore different moods you can make with different colors on the light, and I dont mean the whole red emergency lights. Have some flickering lights here and there. Create something awesome from the enviroment itself, atleast tease with some outside areas if you’re not yet comfortable with working on outdoor enviroments. Thats all the opinions I can say for now.
Seems kind of…empty :hmph:. I agree with most of what people have said here. Maybe focus more on the level itself before even considering adding NPC’s in (levels first, NPC’s last)
I’d like to preface this that the best way to test a map is by playing it, you can’t really judge it by appearances alone.
Having said that, that lighting is really bugging me, and the hallways are pretty plain.
Also, no Piefish, gameplay first, develop the detail after.
But…hasn’t BM been creating the levels before the NPC’s? :hmph:
Standard game design is get the gameplay done before the detailing for obvious reasons. I’m sure Black Mesa did the same. If they didn’t, it explains why the mod is taking so long.
:S I would’ve thought doing the levels first would make things easier cause if you then put NPC’s in and decide you don’t like the level anymore you have to take the NPC’s out, redesign the level and then put the NPC’s back in
Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.