Sub-Humanity
First Person ShooterThe pak takes up the story after Gordon Freeman refuses the gman's offer. The rest should be explained to you as you go along. ~Jim Silva, you can contact...
In Xen-Crisis you play as Aiden Cooper, a part of the HSU or Hazardous Security Unit in Black Mesa Sector Upsilon. after the Resonance Cascade you get knocked out and locked in a hallway by a mysterious man in a blue suit, you must escape and get home.
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The pak takes up the story after Gordon Freeman refuses the gman's offer. The rest should be explained to you as you go along. ~Jim Silva, you can contact...
Non-commercial project designed to transfer the game Half-Life 2 to the engine Xash3D using the modification of Spirit of Half-Life.
Water Hazard is the newest mod im working on set in a fictional facility like Area 51.You play as Soldier 88, trying to escape the facility.
You take the role of Nick Farrel, a technical engineer in Delta Base - the complex that competes with Black Mesa in various research fields including...
This mod adds a wall jump to HL goldsource engine and features a map that fully explores this new ability. It consists of an obstacle course with some...
Play Half-Life with friends! Players fight computer-controlled monsters through the original Half-Life storyline or hundreds of available co-operative...
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Мод где?
Hello, I like the atmosphere of the screenshots you posted! The lighting is pretty good.
However, I have the feeling the way you go about mapping is creating a fairly basic architecture then filling it with details to make it more visually interesting.
My personal opinion is that you should prioritise the architecture over details, especially with Goldsource. By architecture I mean the shapes and textures of any structural element, like walls, ceilings, or floors (i.e. what forms the layout of the map) as well as the map lighting. This could be having different room heights, non-perpendicular shapes like rounded corners or inclined walls, beams supporting the roof, a network of pipes running through the map, etc. Those are just ideas. Texture and lighting diversity are also important.
Not only will this generally result in less polygons that just filling cubic rooms with as many details as possible, it’s also a more pleasant process (at least to me) to think of an overall interesting architecture than to fill rooms with details. I think it also results in maps that are more interesting to look at, and it can also help the gameplay. (Props don’t add anything to the gameplay, the architecture does.)
Only once you are satisfied with the general aspect of your architecture should you start adding details.
I know those are early screenshots though.
As for the details already present in your screenshots, don’t forget to put trims around glass, it really looks bad without. You should also use at least the VHLT v34 and its FGD, it can make your glass look better in dark areas with the "ZHLT Embed Light Map" keyvalues.
Hello, I'm the lead level designer for Xen-Crisis, I'm really appreciating the constructive criticism I'm Getting, seeing as I love getting feedback on my projects and how I can improve. Thanks!
Interesting, I'll put it on the list.
The screenshots doesn't look bad but mind the scale, some of the rooms look too empty, others look too big.
Hi, I'm the lead level designer for Xen-Crisis, most of these are very early versions of the rooms, since I took these pictures I added, furniture, enemies and changed the scale of some of the rooms. Feedback is very much appreciated as I'm always looking for ways to improve, thanks!