Edit: Actually, I think it may be better if you made the carpets actually HAVE dimension, even on the ground. Make a flat model like 1-2 hammer units thick. Having it flat on the ground would be odd. Mostly because I can't think of a overlay Valve has right now that is intended for the floor that looks like it should be 3D.
Ah. We talked about that and my only concern about that was performance. I remember seeing in HL2 that rugs and such were often overlays. A particularly small but densely populated level I made for it once had some tricky optimization issues which I assumed ( partially) had to do with too much mesh. But if performance wouldn't be hurt by geometry thats even better because it will look better! I tend to be overly gung ho when it concerns performance, especially for MP levels, so I may need to be slapped back to my senses periodically
I think it may be okay. And HL2 aesthetics are quite a bit different than TF2's. However, in HL2 I think Overlay rugs are ugly (I know which one you're talking about) but a flat rug shouldn't be any worse than a detail prop.
I'm up for whatever whark thinks is best, as long as it's not expensive. I'll be building a rug mesh next anyway and then folding it to be hung, so I'll be easy to try out a flat one with geometry. I also like that example rug pattern, and I'll take down the contrast on the other ones. I don't want to make the lines too wavy though, because if I end up making them 512, the detail will start to get blurry. It really depends on how big they will be in the game. Here's a filthy rug.
I agree that the shadows on the window meshes look a little strange, like they're really soft for the time of day. Someone suggested you can turn them off, that might work, or maybe you could set them in a little more?
You need to noshadow those windows or build them into the wall.
The hallway doesn't need to be big and open. It COULD, but it doesn't need to be. The original is no taller than his detailed version, so I don't see the issue.
Maybe I'm looking at it wrong, but on the left side the ceiling seems to rise up pretty high. It looks like just an aesthetic thing, so I don't think it really matters for gameplay, but it definitely seems like a cool thing to explore for visual interest.
It's certainly Whark's choice if he'd like. I was mostly referring to Tinker's post. He said that areas need to be open, I was saying that's not necessarily the case.
It's certainly Whark's choice if he'd like. I was mostly referring to Tinker's post. He said that areas need to be open, I was saying that's not necessarily the case.