No mirrors in half life so for reflective floors in 1.6 you made the floor transparent and mirrored the entire room upside down.
Started dicking around in the Portal 2 editor.
After 5 hours of work (including relearning or learning how to do things [box dropper]) I've got this.
I haven't been in hammer for quite some time, not for more than 10 minutes at least.
2nd screenshot is of a slightly older version, only difference is the water is lower and a few textures were changed. Most noticeably the texture around the exit door is now portal panel rather than metal.
My first ever map (epic pile of crap that took me days):
Started re-making it. Its already way better and Ive only been working on it off and on for the past few hours.
I still need to add the outside walls, this is just the pillars/ceiling.
Id love some feedback.
Hey guys, I've been gone for a while, but I'm back and I thought I'd update you guys on the progress of my Bullworth Academy replication. HERE WE GO:
I'm always at my best when working with reference pictures. In this case, I took tons of screenshots in Bully. Coming out really good. The two hallways I have done actually linked together without me even looking at the ends. So that's cool.
I put the construction textures on for the hell of it. All textures are temporary, of course. The windows will probably need to be made into a model. The brushwork railing is temporary, unless I can't find some proper models, find out how to model them myself, or get someone to make them.
Which could be a while.
Construction textures as dev textures?
Fuck is up with the texturing on those trees on the left of the first picture?
hi i'm back whit mine apartment i created a hotel hallway for it so what do you think? o and thanks for help whit elevator DasMatze it worked as you see
didn't know what the hell did i was thinking creating this wall detale
and what do you think is night okay for dis map?
You have so many lights which do not light things up properly at all, you should try to fix it.
What do you think?
I think that light on the wall is way too bright. It shouldn't be anywhere near as bright as the sunlight.
I'd almost say that you should just have the light turned off.
Dirty, ruined walls and floor, while the counter is quite clean in comparison, it should be more greyed out with stains and chips all over, light looks quite pleasant, I guess if light had flickering and be more of orange colour then it would be fine, it would look more abandoned.
The lighting doesn't match the skybox
Wheatley enjoying dat wheat
I imagined wheatley wearing a cowboy hat and chewing on wheat but this is nice
Is wheatly in a wheat field some sort of pun?
where are the highlights
Been working on some textures.
Its just a quick map I threw together.
Looks like you have a mix of light_spot and normal light, try sticking to one or the other if all of the lights are meant to be similar.
Just using either looks like shit, lights don't just project pure light and leave the fixture black; light bounces and creates a diffuse light around the projecting entity.
here are previous versions.