WIP de_nied

I

Inferno106

Guest
The premis is that the terrorists are trying to bomb a hotel in some Eastern European country. The main point is that i want the combat to center around the large spiral staircase in the middle of the level. One of my friends said CS:S didnt have enough verticle combat, so i got this idea. This is only my second map so please be brutally honest as anythign you say will make me better. What doesnt kill me makes me stronger. Thanks in advance.

shot of CT spawn
shot of front of building
shot of CT spawn
shot of hole/entrance A
shot of front entrance
shot of lobby
shot of lobby, different angle
shot of main staircase
main staircase
main staircase
main staircase
lobby
 
man, looks really cool.

A few things:
http://wiu.edu/users/cph102/de_nied0020.jpg - The too parts in this shot with tiles, the tiles don't line up. Just makes it look a little unrealistic, but maybe it's just me.

http://wiu.edu/users/cph102/de_nied0013.jpg - This picture, I really like how you have the decal on the wall, half over the hole as well, makes it look really cool, and as though the picture was on the wall before the hole appeared.

Other than that, the only thing I would say needs changing are the tiles that you used on the stairs. They just look a little out of place. Maybe a different colour would work a bit better. But you go with what suits you :).
 
i think the stairs need a hand rail



but other than that looks awsome
 
looks cool. plan on releasing a bsp before your final? I'll run around it for a few minutes and see if anything obvious strikes me if you do.
 
How the hell did you do
de_nied0013.jpg
to the sign thing?
 
The sign reads the brush or brushes that it covers. Everytime you bring that brush over something, watch how it reacts.

infodecal
 
haha, what he's saying is the decal follows the brush around it. if the brush is mauled, the sign is mauled...
 
yep, but no doubt if I tried to do that, it'd plaster the decal on the other wall, inside the hole, and all over the floor :\
 
thanks a bunch for everyone that has written. I appreciate everything. I have actually added much more to the level but am giong out of town for the weekend and wont be around. When i get back ill post new screens. Thanks again for all the great comments and the constructive criticism.
 
I like the outdoor scenes, gives it that splinter cell feeling (forgive me, I've been playing Chaos Theory for the last 4 hours).

Indoor could use some extrordinary lighting, it's pretty simple and colorless and looks motionless. This is the Source engine you're dealing with, don't make it look like it's possible in HL1.
 
what would you suggest to give it more of that feeling? Decals, more physics objects? Or just different lighting?
 
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