I've been working on many projects. Mostly related to Source engine. Actually pretty much only for Source.
Second thing is that I've abandoned 98% of the content I've created.
lighting might be too white. otherwise looks neat.
Valve has officially said, that you are allowed to use any assets freely from Valve games AS LONG AS you use them in Valve game. So you're allowed to port models and textures from L4D to HL2, because they both are Valve games.
look from a distance, it'll look more sharp then :D
you could make those darker areas more bright and warmer projected texture. also are there any observation rooms?
Ceiling looks bit empty, maybe add beams or change texture to dirty ceiling panels(like in cs_office). And what Rapsis already said, do something to the lights. Less of them and maybe one or two of them flickering or completely dark. Overall looks neat though!
this is ****
You can see vacuum tubes just clipping through wall. Add tube entrance model so it looks more natura, I don't remember models name exactly, but I'm sure you'll find it. Skybox is empty. Add something there, nature, wherever that facility exists. Floor could use different texture, or just white tiles if player doesn't have portalgun yet.
Looks so beautiful. BTS areas like these with wide visibility with high detail are gold !
Looks pretty neat.
Walls could use bit more destruction/missing panels and more bright lighting.
+ I can see on the light cast by projected texture near the ceiling there is soft edge between light and shade. To fix it change FOV values more higher or try to move entity farther to make sharp edges like on the floor and right wall.
Good work. At least you've added "tideline" overlay on the walls near the goo! :)
edit: platforms over goo needs more tough looking pistons. At this moment they look so weak that when you step on them, they'll crack.
For them who stopped tracking this: Was it wise decision after all? Because we're really getting into this **** real soon !!
I think its better on brighter, even it looks almost same.
Looking good! I like how you mixed cave theme with destroyed textures.
You got it right, Cyber!
If that blue thing is water, then it looks quite strange, and edges of it looks bit "spiky". Maybe make them smoother and change water texture?
Rest of it is looking greatt!
Shame that you're not in charge here. In my opinion it looks awesome, even it may look like little bit from P2, at least from this angle. And who knows whats inside there.
Then he must have damn big glasses compared to amount of shards. I think shards are from computers on wall or a ceiling lamp(s).
Agree with Ruby, also, good you've added extra detail to the button! It looks way more interesting now.
That has been in our minds once, but we're staying with Hammer, because of In-Game editor restricts only to 128x128 brushes, entities can't be extra details, like in buttons we currently have nice lighting effect and Editors .vmf file is so messy that it makes my head hurt when I look at the grid.
My jaw just fell on the floor.
I like that light coming into that room making door shape.
Haha ! That would've been strange though.
Demolisher, this is so awesome, since I've seen it before but you really handle overgrown theme! :)
Dat fog <3
You could change floor texture to other one (maybe) and use warm lighting on lamps(same model you used has warm texture). White quite unnatural. On the other hand, it looks pretty nice!
But from where the gas could've came here? ;)
Imo the lighting is too white here. In overgrown places it would be more dark and warm lighting.
Heey! You have same style on concepting levels! Thats very easy and fun way too.
Its on all textures I think, it can be fixed by changing its scale to 4.00 and 7.25 + HDR compile to make it more dark
Now this looks much more better, I like those factory concrete walls more than old observation ones. Good job !
If you have longer than 128 units long fizzler. You could split that into 3 parts, left and right side with "fizzler_left/right"(length 64 units) and center with "fizzler_center", then click fit on each side.
PS. I don't remember exactly correct names for textures, but you'll find out !
I recommend you to use prop_testchamber_door entitys for doors.
Pretty nice job for overgrown theme.
PS: In hammer, there is button called 'nodraw' that un-draws all nodraw textures. Useful if taking in-editor screenshots
I'm from 2037 and I am still waiting the armageddon promised on 2012.
Sweet picture by the way.
They are light_spots, don't worry, I fixes them away. :)
Yies, we are counting on you.
Dont worry, I will.
Erm.. Labolatories? Isnt it Laboratories, not Labolatolies?