In this single player level for Half-Life 2, Gordon Freeman (the player) finds himself on the sea shore with a terrible hangover. He is surrounded by empty beer bottles a few Headcrab corpses and a bicycle. Does not remember anything about how he got there or what happened there and the night before. Sets off to find out and as usual gets into a bunch of “fun” activities along the way.

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Media RSS Feed Report media Antlion Cave Arena - sneak preview (view original)
Antlion Cave Arena - sneak preview
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Guided_Meditation Jul 29 2010 says:

Waaaw nicee one.

+1 vote     reply to comment
Cremat0r Jul 29 2010 says:

Another Awesome piece of work!

+2 votes     reply to comment
Croco15 Jul 29 2010 says:

Holy ****!

+3 votes     reply to comment
nopushbutton Jul 29 2010 says:

Looks really nice, but you might want to make a blend texture for the displacement maps; it repeats a bit too much. Adding some rocks or something sitting around in the more empty stretches could work, too.

+2 votes     reply to comment
jjawinte Jul 29 2010 replied:

I agree. That would be more than enough just to draw the eye away. Very well done !

+1 vote     reply to comment
MMmaster Author
MMmaster Jul 30 2010 replied:

Thanks all for the creative criticism.

I knew this shot sucked the most out of the 3 images from this cave area. Maybe I should have not posted it at all.
Anyway about the repetition: I'll fix it with using a blend texture and maybe some meshes too, but it won't be so apparent as in this shot as the player will be moving along the pathways and will not have such a big view of this area.
He will see the other side of the cave though, so I'll have to check that and eliminate any too obvious repetitions.

+1 vote   reply to comment
jjawinte Jul 30 2010 replied:

No man, it's not that it sucks at all ! I love it.

The fact is that it's a trick of the brain and eye (IMHO ). Being that it's a large, open and complex area, you unconsciously scrutinize it all the more closely attempting to see everything that's in it, noticing many details you probably wouldn't normally think twice about with a smaller, simpler area. Also a good reason to consider what technique(s) you might employ to negate this by bringing a higher continuity without people noticing any repetitious placements.

+1 vote     reply to comment
zonbie Jul 29 2010 says:

i'm not liking the lighting compile. i think more of a bright bright cave would really make this map stand up on its own. nice pathways and displacements though.

+2 votes     reply to comment
Curse231 Jul 29 2010 says:

yah needs alot of lighting its important other wise its just another mod you want this to be epic well get sum lighting in there

+1 vote     reply to comment
pfoot Aug 6 2010 says:

horrible lighting.

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high resolution shot from the last area of the MOD

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Jul 29th, 2010
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