Just like when you leave the bunker at the start of fallout 3.
Just like when you leave the bunker at the start of fallout 3.
Added more to the bsp, Forgive me for the Light entity and the unsmoothed surfaces.
Please Critique.
Don't worry, the brick wall at the end won't be in the final map.
The pipes look weird to me.
They need to be smoothed. They do look kind of small, but it matches the scale of Halo.
And I haven't added the supports in for them.
hnng put ties on those train tracks
3rd pic increase texture size to try to combat the blatent tiling. Maybe also look into a new grass texture?
Love the last pic reminds me of half life 2, It would be nice to see a realisitic construct version.
Maybe include more arches and spice up the architecture. It looks like it was made years ago.
EDIT: no offence meant by what I said, it will serve its purpose as a construct map better than the current and most other "revamps" but you push the boat out and make it something really special.
Edited:
http://cloud.steampowered.com/ugc/54...3E3E72D8B7B18/
Can anyone suggest any improvements ideally to the lighting and prehaps the boring floor. It just looks so dull and there is wierd colour patches everywhere.
Working on a guard tower from Assassin's Creed, cause I got free time...
More generic sewer & canal stuff, trying to achieve a good HL2 look.
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First looks good but second doesn't look right. Looks a little plain.
You've done the general clutter of the sewers quite well.
It's nice, but why would there be a car in a sewer?
DUI is also a problem in post-apocalyptic times
lets ask valve why there were so many cars in the canals
Yeah I'm not really sure what to add to it, but I guess more graffiti and stains could help spice it up a little.
How about foliage. If it was a canal odds are it would have minerals and neutrition washed off buildings from rain water and being low ground would give it easily enough water to support plant life.
It's a little blocky. You can correct that by cutting of many edges in a 45° angle. Try it, it's more effective than one may think it is.
70°/80° would look much nicer to be honest.
If you dislike the idea of a curved top (it would look almost the same in my opinion) you could try a lip at the top something like:
_! !_
! !
! !
! !
!____________!
Or
_
/
!
!
!
!________
With some railing across the top or gaps where the block has crumbled.
Reminds me of mission improbable, well done!
The third picture at the wall in the bottom right, looks a bit too straight...
Second picture is really good though.
i wanna eat your houses
They would look a lot better with aluminium plate roof as I mentioned earlier. The walls and the roof just don't fit together right now.
I have never seen a house with a metal roof
Maybe just a cleaner, rectangle shaped tiling instead of the one you're using?
The new roof is too light, the dark slate really complimented the aesthetic. The new roof is too creamy and light for that red.
Are you serious?
Edited:
The plates need to be wider and a color that fits the wall better, like this:
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Yeah, in Britain we only ever have tile roofs on houses, as far as I've seen anyway.
Shingles would look far better in a cul-de-sac or suburban scenario
They look more like summer houses you'd see on a beach.
First let's establish where they actually are before we give roofing material suggestions, since so many different places use so many different materials.
Radu, what's your locale?
Use details.vbsp, unless you're thinking of something else
There's a limit on detailspites in default Source, plus they look pretty static. In BF3 they wave around (from wind, from explosions) and look a lot more dynamic in general.
Some preliminary work on a magical ethereal gas station.
On another note I've been having this issue when I exit the texture browser and go back into it I end up at the top of the page again and it's sort of annoying when I'd like it to stay where I left off. I vaguely remember a time when it did not do this and was wondering if I could bring that joyous time back again...
In CS:S version of source the sprites are much more realistic (far from "real", but convincing) they have the ability to add models, and use different sprite layouts, but the fade-distance is short; so you better have your own mod (many of us here do to change stuff like that)