I've finally finished the second post-disaster map in Colony 42. You can follow the link to see media: http://developer.valvesoftware.com/wiki/Colony_42 I also remembered to update the team, Gman's last name is on the list.
Commented 15 years ago2009-02-08 19:44:59 UTCComment #60191
Better too small than so big they change the wideness of the page. I MAY make them larger, since I have the original images backed up in a folder on my desktop, but not right now.
Commented 15 years ago2009-02-09 09:44:06 UTCComment #60189
You can't see what the textures look like because there aren't enough pixels. They look like they just use five colors each. We don't need glasses. What we need is that software they use in NCIS which magically gives images more pixels.
Commented 15 years ago2009-02-09 18:09:41 UTCComment #60193
WHAT IS THE THUMBNAIL CODE!!! FOR GOD'S SAKE, HOW DO YOU EXPECT ME TO ADD THUMBNAILS WITH BIGGER PICTURES IF I DON'T KNOW HOW!!!! @NineTnine: Thank you.
Commented 15 years ago2009-02-09 20:04:12 UTCComment #60185
If you can't tell what's happening in the pictures, then just use your Imagination! [/gay]
Although to be honest, those pictures are fine for judging the general architecture of the areas. The only problem I have with them is I can't tell what's going on in the second last picture.
Commented 15 years ago2009-02-09 20:38:34 UTCComment #60194
second last pic would be a zombie pounding on a door. And note barney stuffed in a vent. (That took me a half a day to realize I needed to light up the origin :D) EDIT: resized the pics, hopefully the pixelation won't show up on the page. (I used the original screenshots converted to .JPG, any ideas why they're pixelated?
Commented 15 years ago2009-02-10 03:26:45 UTCComment #60180
You aren't by any chance building on a one unit grid, are you? Because that will seriously screw with you after a while, and all the textures get misaligned and stuff.
Could use less boxy architecture, but honestly if you've got outstanding gameplay I could care less about how it looks. Might I suggest more colorful and darker lighting, though? Everything's so bright.
Commented 15 years ago2009-02-10 08:40:45 UTCComment #60195
Yep. that glass is my pride for that map. I've used curves whenever possible for architecture, Not much into gameplay yet, as most of the screenshots are from predisaster maps. I also used texture lights, but I will get colourfull lighting later on...
Commented 15 years ago2009-02-11 12:52:04 UTCComment #60190
Thumbnails The images would look better in higher resolution and in PNG format. JPEG make images ugly when you use compression. JPEG is useless, really.
But it's not important, we can see the details now!
the mod acutally looks quite good
They look like they just use five colors each.
We don't need glasses. What we need is that software they use in NCIS which magically gives images more pixels.
@NineTnine: Thank you.
[/gay]
Although to be honest, those pictures are fine for judging the general architecture of the areas. The only problem I have with them is I can't tell what's going on in the second last picture.
EDIT: resized the pics, hopefully the pixelation won't show up on the page. (I used the original screenshots converted to .JPG, any ideas why they're pixelated?
Could use less boxy architecture, but honestly if you've got outstanding gameplay I could care less about how it looks. Might I suggest more colorful and darker lighting, though? Everything's so bright.
The glass dividers look cool though.
The images would look better in higher resolution and in PNG format.
JPEG make images ugly when you use compression. JPEG is useless, really.
But it's not important, we can see the details now!