Incredible! Looking forward to playing this
Incredible! Looking forward to playing this
Really cool, love the new view models & animations
It would seem that doing this gets rid of the brush size measurements that appear when creating a brush or selecting a brush. The small numbers that appear in the 2D view showing the brush size do not appear. Is there a way to fix this?
To get the effect on the sand, did you create a custom highly reflective texture to give the appearance of water lying in the surface or did you create a very small water brush just above the surface [Or something different altogether?]
Although I like to concept and the back story there are however some good points and bad points to this mod.
In terms of technicality the mapping is very good, there are some good complex systems at work however the areas can seem a bit bland, I suggest typing 'junk' into the model browser and using some of those models in your level to add a bit more depth.
Secondly the map is way to bright in places and needs to be not only turned down but also the colour needs to be adjusted instead of using harsh white kight, use light with a more darker yellowish tinge.
Finally the gameplay in terms of combat I thought was pretty bad. I had to fight off multiple combine soldiers with just a piston [That had been moddeed so there were only 8 bullets to a clip] Unless I missed a weapon pickup you cannot expect the player to fight off that many combine soldiers and heavy zombies with just a pistol. Finally there seemed to be a lot of combine soldiers either spawning out seemingly nowhere and WORST of all, behind the player [One of the main rules of level design 'Never spawn enemies behind the player'}
In short I admire you technical mapping skills however more attention needs to be paid to the environments and gameplay. 7/10
Some of the best brush work i have ever seen
For a first map you have really done well technically, building a map like that with complex functions such as view control and complex relaying is very good. Gameplay is good but can seem a bit crowded at times with a lot of combat taking place in narrow/small environments. One thing i would point out is that you shouldn't place weapons next to each other when the player is unarmed, for example in the first part i was trying to fend off combine shotguns with a pistol before having to change back. Also the part where you have to crowbar the keypad to advance isn't every intuitive. However everything considered for a first map you have done a very good job. Keep up the good work
Thanks for pointing that out :)
Thankfully with the texture that's created in the tutorial, the image is pretty uniform across the horizontal and vertical axis therefore the amount of stretching will appear very minimal
Just to point out. There is a spelling mistake in the mod's thumbnail image displayed when browsing through mods. Instead of saying "Energy Transfer" is says; "Energy Trasfer" just pointing it out, thats all.
Some really good displacements there
This looks SO GOOD!! [on another note, try google - imaging "g - string"]
"Panels are now ****** up" - Now thats technical!!
I think that the music dosen't quite fit and the teaser would've been better if perhaps the text had been overlayed on clips that show off the enviroment I.e fly-throughs e.t.c, Leave out some stuff like gameplay and key events, save that for the full trailer. as a whole I think that this teaser is a good start but needs quite a bit more work
I suppose it adds intrest to the design of the building
*Pokes with large stick* it's dead folks
You defaced an entire room for this... I am so proud
It's because the idea of paranormal activity bases itself on a common fear, in this case a fear that most of us share, a fear of the dark as this tends to be a very common. By associating the ideas of the abnormal and linking it to an underlying fear, this helps the gamer to engage with the game more. As this fear tend to be a big one, then more people will generally find it terrifying than if the fear that is being linked is something like a fear of heights or a fear of airplanes so some people would find it scary, some wouldn't
Basically put; Dark+fear+paranormal = Scary game
Also, this looks very good, tracking :D
MY EYES!!! IT'S BEAUTIFUL!!! :D [great atmosphere, truly beautiful]
Very good use of lighting, you've created a very good atmosphere
Excellent mapping work in the foreground, the displacements have been created realistically and evenly as well as good attention to detail. No to sure about the background though, some of the tree models appear to be colliding with the displacement ans some texture stretching. However on the whole a very good job here :)
It's the little things that make all the difference, this is a great atmosphere that has been created here. Keep up the good work!!
It would appear that my eyes have started to bleed
Every time you make a fat joke about Gabe, Half-life 3 gets delayed by one year
Curtainpole
joined
You are Here; Well Done