Thanks for the tips, sock. The whole map is a WIP, something I've been playing on and off for a while, and I am slowly adding details to it. Although not seen in the pics the floor does vary in some points (the map itself is some kind of tower, the arc corridors are just one of the lower levels, some sort of catacombs). I agree about the wood texture looking too uniform, I'll play with angles or even mixing another texture to break this. Good call about the trim textures, good ones are hard to find, I suppose I'll end up creating something to add variety. The wall crack is not alone, but as I said the area is not complete, I am using the cracks to pass the idea of a decaying environment.sock wrote: @frag.machine, you need to vary the floor it is too flat. Get the player moving up and down through the environment. It will also make the AI more fun to play against when they have different height to attack from. (ogre grenades etc). Also vary the width/scale of the lattice ceiling woodwork, it looks too uniform and add some angled supports (eg like doorframe). I would recommend using a proper groin vault texture (something with a trim and diagonal edges) instead of brick. Make your broken wall detail larger, don't cut small bricks, use large cuts and show more of the wall layers. Let people fill in the fine details with their imagination.
ceriux: I made the fists, my maps uses a lot of custom QC, monsters and models. There's also a knife for stealth attacks but isnt skinned yet.