The mod you are trying to view has ceased development and consequently been archived. If you are a member of this mod, can demonstrate that it is being actively developed and will be able to keep this profile up to date with the latest news, images, videos and downloads, please contact us with all details and we will consider its re-activation.

You, John A. Brown, an Aperture Science Scientist, working in similar areas as Gordon Freeman, wake up inside the Dry Dock where the Aperture Research Vessel, The Borealis is held. Finding the building locked down, the science team dead, you must escape using the currently being developed, Hand held Portal Device, but when you get out, you find a much darker secret lies beyond...

Add media Report RSS AC_P1, as of 4th of May 2010 (view original)
AC_P1, as of 4th of May 2010
embed
share
view previous
Share Image
Share on Facebook Post Email a friend
Embed Image
Post comment Comments
dvlstx
dvlstx - - 83 comments

Metal wall textures (far right, top of aperture building) look out of place. Anything outside would be weathered and dirty. Same goes for the test chamber wall texture, which is also misaligned. Water is WAY to clean to be a ship yard, check out some of the canals or even sewer water from hl2.

[EDIT]
Some new comments on your new screenshot. These all still apply, as far as I can tell.
Make sure you pay attention to proportion. For the most part, wall textures are designed for specific heights and widths. (usually a multiple of 128, such as 128, 256, 512). You seem to have tacked on an extra 4 or 8 units to that... observation area? Make sure you pay attention to the textures, it looks wrong to have a sliver of those tiles sticking up.

Reply Good karma Bad karma+1 vote
BlabVoid Author
BlabVoid - - 266 comments

Remember - it's an alpha.
I'm working mainly on the gameplay at the moment.
I'm not using dev textures because I find it harder to work like that.
I'll work on the graphics once the gameplay is mainly done.

EDIT
Silver what of those what tiles sticking up?

Reply Good karma0 votes
zerocreatorz
zerocreatorz - - 632 comments

that is probably the lip created for the ceiling so on the inside i bet the texture looks aligned but on the outside you get that... this is why i build my ceiings inside the box not on top (unless your inside the whole time)

Reply Good karma Bad karma+1 vote
BlabVoid Author
BlabVoid - - 266 comments

This mod has changed alot, seriously the new version followed your advice.

Reply Good karma+1 vote
zerocreatorz
zerocreatorz - - 632 comments

your welcome

Reply Good karma Bad karma+1 vote
dvlstx
dvlstx - - 83 comments

Here's the sliver I was talking about J.imagehost.org

Gameplay's more important than visuals, so it looks like you have the right idea here :P Just make sure you don't overlook anything you might've rushed thru when you start work on visuals.

Reply Good karma Bad karma+1 vote
BlabVoid Author
BlabVoid - - 266 comments

Thanks, I'll probably find a way to make that a metal texture or something, or just something that fits better.

Reply Good karma0 votes
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

Description

This is what I have of the concept so far.
I would've gotten farther if the SDK wouldn't have broken due to an update.

Anyway, the building near the crane was accidentally deleted, I don't know how it was deleted and how I couldn't notice it, but no matter, I can do better.

As you can see in the shipping yard a part of GLaDOS is awaiting shipping. :P