Glass House final stages.
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- DBB Ace
- Posts: 31
- Joined: Sat Dec 04, 2004 11:18 am
Glass House final stages.
Well folks, the glass house is on it's final stages, weapons and details. Hope you all enjoy it. Comments will be welcomed, I can use them on the next level.
Shots will soon be available.
CrossBones.
It was possible with Robo's webpage.
Shots will soon be available.
CrossBones.
It was possible with Robo's webpage.
Not sure anyone mentioned it yet, but there's already a level named Glasshouse by RoadRunner (D3)..
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- DBB Ace
- Posts: 31
- Joined: Sat Dec 04, 2004 11:18 am
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- DBB Ace
- Posts: 31
- Joined: Sat Dec 04, 2004 11:18 am
- Sergeant Thorne
- DBB Material Defender
- Posts: 4641
- Joined: Sun Nov 25, 2001 3:01 am
- Location: Indiana, U.S.A.
That's ugly.
At some point, take some time and study some of the nicer looking D3 levels--the lighting and texturing, in particular, but also the geometry/shape/size of the tunnels and rooms.
I'm not suggesting that you follow any other level designer's style, exactly, but your textures are poorly matched, poorly sized, and poorly aligned; and your geometry is somewhat... aimless?
Small, rectangular tunnels are typically a bad idea, in my opinion. They reak of simplicity, to state the obvious, but they also restrict movement to merely forward and backward (simply a death trap).
Your open spaces look too big (due partially, no doubt, to their emptiness/lack of environment objects), and your tunnels too small.
But enough sweet-talk, it's getting late.
At some point, take some time and study some of the nicer looking D3 levels--the lighting and texturing, in particular, but also the geometry/shape/size of the tunnels and rooms.
I'm not suggesting that you follow any other level designer's style, exactly, but your textures are poorly matched, poorly sized, and poorly aligned; and your geometry is somewhat... aimless?
Small, rectangular tunnels are typically a bad idea, in my opinion. They reak of simplicity, to state the obvious, but they also restrict movement to merely forward and backward (simply a death trap).
Your open spaces look too big (due partially, no doubt, to their emptiness/lack of environment objects), and your tunnels too small.
But enough sweet-talk, it's getting late.
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- DBB Ace
- Posts: 31
- Joined: Sat Dec 04, 2004 11:18 am
- Jon the Great
- DBB Captain
- Posts: 538
- Joined: Fri Nov 28, 2003 3:01 am
- Location: California
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- DBB Ace
- Posts: 31
- Joined: Sat Dec 04, 2004 11:18 am