WIP - Brassica HL2SP Created 18 years ago2005-11-03 17:13:28 UTC by ZombieLoffe ZombieLoffe

Created 18 years ago2005-11-03 17:13:28 UTC by ZombieLoffe ZombieLoffe

Posted 18 years ago2005-11-03 17:13:28 UTC Post #145145
Working on a Half-life 2 singleplayer map, temporarily named brassica. I've only done a very small part yet, but the general idea is that you play as a rebel in the riots Gordon set off.
Screens and info here (I don't like posting screens on forums):
http://m0px.net/zl/brassica/

Comments and thoughts appreciated.
Posted 18 years ago2005-11-03 17:41:53 UTC Post #145148
The texturing is quite dodgy, especially on the white house in the second screenshot.
Posted 18 years ago2005-11-03 17:57:52 UTC Post #145156
Still feels basic to me, somewhat blocky and empty. I think you didn't really used the right textures for the right building styles, or the right combination of buildings with each other. There's something wrong but I can't really pinpoint it. Some buildings feel to low too, especially the ones next to the combine blockade.
I think the deserted aspect of this doesn't really show - the buildings need to be more wore down and since this plays during the rebellion, more destructed, some destroyed cars alone won't do it. Maybe break up the road at some parts as a result of the fighting too. Add some fires, some athmosphering stuff and so.

Oh, 8th screenshot shows a white building on the left, that suddenly stops existing on the far left. Needs fixed. :)

But, apart from that all, it's nice to se a SP map being made. Good luck with this. :)
Posted 18 years ago2005-11-03 18:02:42 UTC Post #145157
I like the lighting. The concrete/stone house SariBous mentions does look a little stark. Maybe break up the angles between the houses and the ground? Appears to be right angles everywhere. Use weeds, trash, areaways, perhaps?

Trash has a tendency to accumulate against walls and in corners.

Can't quite tell about 7.jpg. If the square structures on the slanted roof are chimneys, they should extend above the rooftops like the rest of the chimneypots.

Nice use of angles here and there to break up the blockiness. Maybe do a bit more of that.

I like the overall atmosphere - darkish with a combine presence.
Posted 18 years ago2005-11-03 20:00:50 UTC Post #145179
Its a good start ZL, but it obviously lacks detail.

some more interesting buildings would suffice, rather than the generic single brush monsters I see there. Some trash lying around, and maybe some rubble from past battles there would look really good.

You know, you could make some dark allys along the sides, really dark, with trash cans with the inside on fire, and some nice civilians standing around them.

I like the idea, and Im sure this will turn out great once you put some extra time into it. I'd make more of a contrast between the lights and the atmosphere.

Good luck ;)
Posted 18 years ago2005-11-03 20:43:25 UTC Post #145184
As for that white house, i suggest to do little boarders over those ground marks. That way it looks better.
Luke LukeLuke
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