Half-Life: Downlink
First Person ShooterThis mod is intended to be a love letter to the first Half-Life Demo "Uplink". It is more a demo than a mod and is in no way to be understood as a full...
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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This mod is intended to be a love letter to the first Half-Life Demo "Uplink". It is more a demo than a mod and is in no way to be understood as a full...
Half-Life: Decay single player PC conversion. This mode allows you to play through the original Gearbox PS2 exclusive in single player mod. No need switch...
You are the sole survivor among a group of Black Mesa researchers that found themselves stranded on Xen shortly before the Resonance Cascade disaster.
Já pensou em jogar HL de forma imersiva, sem gastar tempo tentando entender os diálogos ou lendo legendas? Baixe agora! Essa é uma obra 100% feita...
Prequel for Half-Life Mod allows to look and take part at the events before Half-Life. You assume the role of Dr. Gordon Freeman. You will meet Kleiner...
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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!