Also those bricks are really cool I think.Don't actually use these, btw. The jpegs are compressed to hell.
Can we include a building like this?Mmm, a map like cs_estate, except unlike every version of cs_estate ever we make it so the gameplay doesn't suck! I like that idea more than the abandoned flats - they feel too Modern Warfare-ish
I really love the glass designs, and it's very different from anything I envisioned when I slapped together the brushwork. Nice entry!The rundown was so brief because I was running out the door, and I'm still pissed that the video I recorded wouldn't save, because I gave each map a proper rundown in that.
So, I guess according to Archie, clean whites contrasting primary colours is not "Visual Design 101" but it is something extraordinary.I'm not sure if there's a translation problem, but that seems to be literally the exact opposite of what I'm saying... :S
Archie, what did I tell you about playing with missile launchers near gas leaks?But it was all shiny and had a big red button! What was I meant to do, not press it?
...
Wait, no, I was going to say that tomorrow. My bad.
rchi, are you going to let them know just how long that map took to compile?A relatively sane 47 minutes, VIS taking 20 secs and the rest being RAD. After Cendark3, I'll never complain about compile times again.
( why did they use the servant actor's name?)What?
how you reflected that in the architecture and lighting? Especially the lighting. It always blows my mind.Look at real locations - See how they light similarly sized rooms. Add those lights. Create "off" variations of all your light textures. Turn all those lights off. Add one big fuck-off spotlight in the corner. Boom, instant atmosphere!
that large department-store looking area is very, very memorable. You prolly already know what I'm referring to.I'm afraid I have no idea! There's no department store in The Core, it's all set in Black Mesa.