My nickname is pronounced [kvoz/\luri]. Things I love: Dead Space, Propper (Hammer compiler), Win 8, coffee. Things I hate: TF2, Garry's mod, unnecessary graphical things like parallax and people who're praising these over anything else, and lack of real, widespread advancement in computer-user interface.

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RSS feed Report content Canals Improved — part II (view original)
Canals Improved — part II
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and_elmo
and_elmo

I love it. It looks distinctly Half life, between some beta concepts, but it's distinctly your own.

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Buddyconnor331
Buddyconnor331

Agreed, very nice Cvoxalury.

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Description

This is the second area of the map, apparently located in now-swamped former factory area. As Gordon gets his direct path rendered unavailable due to Combine shutting their asymmetrical massive dark-blue metal gates before the player's face, he must now dwell a bit through this area, have a bit of a fun with bullsquids and houndeye packs, and then further infiltrate the Combine industrial compound. This part of the chapter should be compared to the final maps of Route Canals.

This is a non-HDR version (takes a bit too long time to compile), but that shouldn't be difficult to imagine the picture with some more brightness.

THE IMPORTANT QUESTION IS:
Does this feel canonical enough for you? 'Half-Life' enough?
Any thoughts on map's atmosphere will be appreciated. Not that I have some problems or that I stuck, I'd just like to share the current work with you guys, so it won't be unpleasantly surprising to have too much grass or too much sunlight or whatnot.

P.S. I planned making the map abot 50-60% bigger, but I already reached a 98.9 score on planes limit lol. My first time actually. And that is with some brushes->props optimization already applied.

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