This is a general "textures needed" topic. I can do a little bit of texturing myself, but it would speed up things a lot if I had help. So if there is someone with a knack for texturing and some spare time, here's some tiles you might be interested in drawing.
General info on textures
File format: Targa (.tga)
Size: power of two, but not necessarily a square, with 512 pixels = 128 Hammer units or approx. 3 meters or 10 feet in the gameworld
ONE material per texture! There can be different colors and shapes as long as they are the same material (metal, concrete, wood, etc).
Textures needed
Door #1
A double door, like the one you enter the first room through. While drawing up the textures for this, bear in mind the geometry I have for it actually looks like this, so the shape is quite a bit easier for texturing. I need one texture for the stationary bits and two for the sliding bits. Metallic, height: 512 pixels
Floor #1 Finished by Hellhound
Featured in the first room where you disable the laser barrier. Probably concrete, 512 x 512 pixels. Shape is symmetric so can be rotated in Hammer (no need for pre-rotated versions).
Floor #2 Finished by Jupix
Floor #3 Finished by Hellhound
Steps. Probably benefits a lot from bump or parallax mapping. Looks like 256 x 64 pixels.
Elevator
I need this badly! Obviously it's the elevator for the first room and its base. Probably better to skip the lights, I think they can be done with entities. Metallic, 512 x 256
General info on textures
File format: Targa (.tga)
Size: power of two, but not necessarily a square, with 512 pixels = 128 Hammer units or approx. 3 meters or 10 feet in the gameworld
ONE material per texture! There can be different colors and shapes as long as they are the same material (metal, concrete, wood, etc).
Textures needed
Door #1
A double door, like the one you enter the first room through. While drawing up the textures for this, bear in mind the geometry I have for it actually looks like this, so the shape is quite a bit easier for texturing. I need one texture for the stationary bits and two for the sliding bits. Metallic, height: 512 pixels
Floor #1 Finished by Hellhound
Featured in the first room where you disable the laser barrier. Probably concrete, 512 x 512 pixels. Shape is symmetric so can be rotated in Hammer (no need for pre-rotated versions).
Floor #2 Finished by Jupix
Floor #3 Finished by Hellhound
Steps. Probably benefits a lot from bump or parallax mapping. Looks like 256 x 64 pixels.
Elevator
I need this badly! Obviously it's the elevator for the first room and its base. Probably better to skip the lights, I think they can be done with entities. Metallic, 512 x 256