Reactor? That looks like an Anti-Mass Spectrometer to me.
Reactor? That looks like an Anti-Mass Spectrometer to me.
I have to say, I'd prefer it if the old effect was used where players were 'highlighted' with their team color.
The ground seems a bit bare and the texture is repetitive. You also might want to give the lighting more depth and color. I find it hard to believe that those trees cast such straight shadows. Other than that, the map looks like it's coming along nicely.
Multiplayer is most likely going to be cooperative, similar to that in Sonic 2 or Sonic 3 &(or) Knuckles.
"several projects" of course referring to just the one project. :P
That's because you wouldn't see it ingame even if it were there. It's a HUD model.
Well, I liked it better when he was called Doctor Kintobor...
As for the story it should be simple and have NO DIALOGUE, while still managing to be epic just like Sonic 3 and Knuckles, which is the best in the series so far.
Too much texture tiling. Add some different textures for different surfaces, such as cobble for the bridge. That stone texture repeats way too much.
One little nitpick, those two windows on the yellow building on the left look very odd so close to that perpendicular wall.
Otherwise, very nice.
If you take away "Halo" and add in "Half" then you've got an even better game.
I think the main problem with 3D Sonic games (excluding the atrocity that is Sonic the Hedgehog 06 of course) is that they have poor camera work, loads of glitches, and bad gameplay and design choices (Shadow and Silver, I'm looking at you) to the point at which the game is unplayable.
A good idea might be to do something like Super Mario Galaxy and Sonic Unleashed: Have 3D gameplay AND 2.5D gameplay. The 2.5D parts could be classic high speed platforming, while the 3D ones could be slower and more timed 3D platforming.
I'm looking forward to having a go at mapping for this mod.
My main criticism for this room is the textures. The carpet textures tile badly and are better for small rooms. I suggest you use tiles.
As for the walls, the two textures (at least I think it's two...could be three for all I know) you used don't meet very well. The bottom one doesn't have any definitive edges, and looks really weird next to carpet and a tile wall. I recommend clean plaster, or dirty plaster if the hospital is abandoned.
Also, the ceiling texture looks really odd. Is that concrete? Doesn't look very appropriate for a hospital corridor.
Are you using pictures for references? If not, then you really should do so, to get a better idea of what hospitals look like.
Here's one to get you started:
Piperreport.com
Brightside-contracting.co.uk
Notice how everything is really clean and white and shiny, with the exception of a few simple colors.
I recommend you use some models for the railings. In my experience textured railings don't generally work for stairs very well.
Is that the func_precipitation rain?
If not, there IS a dynamic particle rain effect. The only drawback is that it is expensive.
I believe the particle is called rain_01.
You may want to consider making a custom particle for the citadel cloud effects.
GuyFauxe
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