For some reason the offices in F.E.A.R. never get old
Damn, this looks really good
Looks good, maybe lower the light-map scale on the concrete walls
I lol'd when I saw the icicles, they add a nice touch to the room. Maybe the bottom should have blue lighting as well to reflect the "cold" feeling of the area.
Maybe put a metallic border trim around it
I'm pretty sure it is an SSAO effect on the grass
Idk, serenity is kinda hard to beat, but its cool to hear something new!
Looks like it was laid out and designed neatly, great job
lol'd pretty hard when I saw him jump
I don't think it is meant to be approached with so much thought and insight, but yeah, i'd say you are right about the HUD.
I imagine a better indicator of a mask's/helmet's durability would be how clean or dirty (Burn marks, stains, dirt, etc.) the glass was; since you do occasionally walk through burner anomalies, endure rough weather, get in firefights, etc, with your helmet/mask, this idea would be similar I guess to how your gas mask functions in the Metro series, in which your glass gets fogged via condensation, or fumes, dirt, grit, etc, and you have to clean it or find/steal a new one.
Recently played Area 51 again for PC, (it was released for free by Midway) graphics were pretty good for a 2005 shooter, and while the level design seemed pretty basic and one dimensional, the quality was still there, the game was also a lot shorter than I remember it. Anyways, what Gamerdude said I think would help in the level design process a lot, considering this is a remake of the game. I also understand this is just a WIP, I wish you guys the best of luck
Wow, looking through the screenshot album in imgur, amazing work, looks realistic and provides great atmosphere, thank you guys for all the hard-work and dedication put into AA throughout the years
Nice use of spec maps and lighting here, Obergun
Kinda looks like a grenade went off
The drifting fog does a lot for this bog area.
Maybe the trusses should run horizontal instead of fitting to the contour of the arched ceiling, that way the ceiling pipes don't overlap with the truss and the hanging metal frames have support.
Looks nice and futuristic
Pretty cool shot
Maybe tone down the brightness of the moon-light shafts just a bit. It seems there is a lot of moon-light shafts flooding into that corridor from the window and not that much actual lighting illuminating the corridor itself.
The washed-out look gives somewhat of a post-apocalyptic feeling.
Zombies? Liking the cold and foggy atmosphere
I think vanilla version had a treeline backdrop on the hills, I think that's why it seems like there is less trees and more open area
To the right of the house in the image you can see a 2D-like treeline on the hill, I think that is maybe what is missing from the first image
oh boy, now this looks interesting :)
Somehow I feel env_lightglow is your signature touch
Awesome, can't wait!
I think the skin color is a little off, they both look like they are covered in soot. The first one looks too much like Krauser and the second one looks too generic, the body model looks good though.
Wouldn't in-game optimization be an issue if all the maps were basically compiled into one?