Cartoon Laboritary
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Re: Cartoon Laboritary
Posted by matt on Thu Feb 12th at 7:16pm 2004


Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Ok peeps, I've hit a dead end with development on this. I need some new ideas and some feedback on what I've done so far. The link is:

http://www.snarkpit.com/pits/matt/cl/clb.zip

[addsig]




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Re: Cartoon Laboritary
Posted by Gollum on Thu Feb 12th at 7:28pm 2004


I don't have time to look now, but hopefully I will in the near future.

But I will say now that you get lots of Gollum-Points(TM) for experimenting with a novel theme





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Re: Cartoon Laboritary
Posted by azelito on Thu Feb 12th at 7:33pm 2004


How bout cell-shading?

[addsig]




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Re: Cartoon Laboritary
Posted by Crono on Thu Feb 12th at 8:42pm 2004


How about mis-proportioned shapes? and messed up angles, make it look like abstract art (like old C. Jones cartoons). Yeah, cell shading would make it look like a cartoon too, simply because a 3D animation is only considered cartoony when cel-shaded (HL Being 3D, put two and two together).

The map doesn't pop out like cartoons. It looks a little too bland. You could do something in some areas, like in the hall way, you could bring the walls in to a 75 degree incline instead of a 90, to give the illusion of perspective (granted that would give some messed up perspective it would fit the theme). I say, go watch some cartoons lol.
As for what you have so far, it pretty much looks like a middle stage (which is obviously it, because you're asking for suggestions) which is nowhere near completion. But it looks like it's going to be fun none the less. You should try making "black holes" which would obviously be teleporters, just with no sound, so you could pop around the level, and they shouldn't connect to each other, so if you went through one and came out the other end and then tried to go back, it would lead so somewhere else.

I dunno, maybe I'm giving too many suggestions lol.

Hope they help. [addsig]




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Re: Cartoon Laboritary
Posted by matt on Fri Feb 13th at 8:59am 2004


cell-shading would be good, but It would take me forever to do the bits I've done and I don't really know anything about it anyway. I know someone wrote a tutorial for it a while back, so I'll take a look at. Keep 'em coming!

[addsig]



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Re: Cartoon Laboritary
Posted by Crono on Fri Feb 13th at 4:22pm 2004


That was CJ, he also said he has a much better technique now, If I'm not mistaken, which is bassically vertext manipulation and such. [addsig]



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Re: Cartoon Laboritary
Posted by Forceflow on Fri Feb 13th at 6:11pm 2004


looks superb, matt.



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Re: Cartoon Laboritary
Posted by matt on Fri Feb 13th at 7:08pm 2004


That top pic will have a truck at one end so the player can't see the end of the road. I'm thinking of having some humorous art work on the side of the truck, but havn't thought of what to plaster it with yet. [addsig]



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Re: Cartoon Laboritary
Posted by beer hunter on Sat Feb 14th at 11:34am 2004


Looks very funky

Inside bits are mostly green/brown, needs more colour variation - reds, purples.

The road and buildings/walls with that grey tex is too drab, could do with some cartoon-like skyscrapers or other buildings, street signs etc.

I would make the road loop around onto itself into a circle so theres no dead ends, it would also allow some more exit points from below ground onto the road.

ttfn





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Re: Cartoon Laboritary
Posted by Jinx on Sat Feb 14th at 2:49pm 2004


I think it looks cool, I'll try to take a look at the bsp later sometime



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Re: Cartoon Laboritary
Posted by OtZman on Sat Feb 14th at 3:57pm 2004


Looks cool... [addsig]



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Re: Cartoon Laboritary
Posted by Dr Brasso on Sat Feb 14th at 4:42pm 2004


im just curious as to how you got your pic size thru the "resizing"...please please try and keep them a bit smaller sir....it reframes the whole damn thread....800x600 seems to work pretty well, and it keeps the file size to under 100kb as well....

btw, cool look to your map....i'd like to see it when its complete...

Doc Brass...

[addsig]




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Re: Cartoon Laboritary
Posted by matt on Sat Feb 14th at 6:59pm 2004


Yeah, unfortunately when I tried to downsize them the text kept being delted and moved around, so I had to leave thme as they are. [addsig]



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Re: Cartoon Laboritary
Posted by Pegs on Mon Feb 16th at 9:28am 2004


it looks good for a sort of paint map. although on the road when it goes from paint wall to origanall hl texture and then back to a paint texture doesnt look that fetching but overall it looks realy good [addsig]



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Re: Cartoon Laboritary
Posted by matt on Mon Feb 16th at 1:11pm 2004


? posted by Pegs
it looks good for a sort of paint map. although on the road when it goes from paint wall to origanall hl texture and then back to a paint texture doesnt look that fetching but overall it looks realy good

I'll have you know all my textures were professionally crafted by yours trully.

[addsig]




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Re: Cartoon Laboritary
Posted by Myrk- on Sat Feb 21st at 10:53pm 2004


Needs white light in the labs, not yellow, pure white and cell shading. [addsig]



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Re: Cartoon Laboritary
Posted by matt on Wed Feb 25th at 11:18am 2004


Thanks, I'll take your points into consideration. [addsig]



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Re: Cartoon Laboritary
Posted by matt on Tue Jul 27th at 12:27pm 2004


I'm getting their now , but compile times have reached 90 minutes plus So I have to put alot of new stuff to warrant each new compile. Have a lookie at some new screen shots and tell me what you think:

This one above shows the teleporter room (not finnished yet) and joins onto the 'spinning jennies' room.

This one is of the libary, which will connect the outer and inner rooms together. Theres a secret in here.

The van, unfinnished as of yet, will have weapons and other supplies in it. Opinions welcome, as before.

[addsig]




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Re: Cartoon Laboritary
Posted by ReNo on Tue Jul 27th at 12:35pm 2004


I love some of your textures and hate others, particularly the outside wall around the van - what are those random blocks? I think you could do with some more detailed architecture at the ceilings in particular, they all seem to be flat surfaces judging from the screenshots. I also agree with Myrk's earlier point to a degree - some of the interiors could benefit from less coloured lighting, as at the moment a lot of it feels too yellow.

But those aside, you have done a good job on your custom textures for the most part, and the theme is certainly working. Is this going to be your entry for the contest?

[addsig]




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Re: Cartoon Laboritary
Posted by matt on Tue Jul 27th at 12:50pm 2004


I hear what your saying, I always have troubl thinking how to make my architetecture more detailed tho. I don't want to rush and ruin my map, so it won't be an entry into the contest, even tho it is the last one. [addsig]




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