Adia Recreation Thus Far
Recoup
Join Date: 2004-04-25 Member: 28195Members
<div class="IPBDescription">Getting there!</div> Alright! I remember a while back I told you guys that I was recreating the Port of Adia in HL2. Well, when I read the Source faq, they said you could take the brushwork from Hammer and put it into Hammer Source! That way, we get a jump start on the level. Problem is, we have to redo textures and entities. However, this DOES give us a leg-up.
So, I started working on the port itself. Me and my partners in this project all agreed some parts of Adia are unlrealistic (example, when you have to rescue a girl, there is a giant pit. What kind of town has a giant pit?) and so we wanted to add a little something. Now, tell me, what can be changed in the picture to make it look more like a port and not just a... place in a level?
So, I started working on the port itself. Me and my partners in this project all agreed some parts of Adia are unlrealistic (example, when you have to rescue a girl, there is a giant pit. What kind of town has a giant pit?) and so we wanted to add a little something. Now, tell me, what can be changed in the picture to make it look more like a port and not just a... place in a level?
Comments
Anyway, good luck with the project!
EDIT: Here, this might clear things up abit:
<img src='http://marshmonkey.com/tutor.jpg' border='0' alt='user posted image' />
That pic is taken from Vampire: Bloodlines btw (Source engine)
If you've played or seen screenshots of CS:Source, it can give you some good examples when compared to its predecessor. Think of things that humans would use. Throw some litter here and there in the streets, maybe a hand cart, some trees; the kind of stuff you would expect to see in the outside world and not a boxy cutout.
Yes semi, we have considered this a lot, and we plan on adding it in. The question is the rooms. Some of them, in the game, served no purpous but to add to the objectives. We need to make things seem MORE like a coastal town.