tm_seether
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Re: tm_seether
Posted by Hugh on Wed Feb 18th at 1:59am 2004


Hey, my maps still certifiably in the beta stage, so comments, suggestions and various other what have yous would be appreciated.

And don't point out the crates in the first pic, I know they're weird.

[addsig]




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Re: tm_seether
Posted by Cassius on Wed Feb 18th at 2:06am 2004


Good, but not great. Needs that extra unf if you see what I mean - something to really define it. And, needs to look more crisp and realistic in general - it's pretty plain. [addsig]



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Re: tm_seether
Posted by Tracer Bullet on Wed Feb 18th at 2:28am 2004


The last pic is by far the best, but you definatly need more dramtic lighting even there. [addsig]



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Re: tm_seether
Posted by Gollum on Wed Feb 18th at 9:13am 2004


Some nice touches - like the fades on the lights - but fairly dull architecture. The shapes aren't interesting enough (look like boxes filled with stuff).





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Re: tm_seether
Posted by scary_jeff on Wed Feb 18th at 10:02am 2004


Overall I like it, but for example the second screenshot deffinately needs more detail. I like the vent and girder thing on the ceiling, but I would imagine you have a lot of spare polys with which you could give the room a more interesting structure (wall supports, joists). If it was me, I would try putting in some kind of crane type thing (maybe attatched to the ceiling) in that room - it could have one of the big containers hanging from it and swaying slightly with a func_pendulum. I don't really know anything about The Specialists, so I can't say anything about the gameplay. Good luck for the competition



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Re: tm_seether
Posted by Pegs on Wed Feb 18th at 10:22am 2004


nice map there is alot of theme there i would suggest adding a sort of rain thing. E.g. on the windows that are on the cieling make a rain effect on them sort of like the water effect on dh_sunken and maby make a rain sprite for outside this will add your effectness of the theme.

Your second pic looks a bit to much like cs you should try making somthing intersting there (if you have the wpoly) this looks like a fun map to play on aslong as there is lots of explosive weapons

Overall a nice map

+ you might want to change your map name to tm_seether_beta1 so that when you release it for critisicm you dont release the final version Although you did mention it was in the beta stage

Anywho Good luck.

[addsig]




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Re: tm_seether
Posted by Hugh on Wed Feb 18th at 7:53pm 2004


Thanks for the comments, here's my responses so hopefully I get more.

Cassius: I agree about the plainness, any cool ideas you're willing to share?

Tracer Bullet: By dramatic lighting, do you mean more contrast between light and dark?

Gollum: But they're curvy boxes filled with stuff. Anyway, you have any good ideas on how to implement something like that? Generally, open spaces are frowned upon in TS, but eh, if it looks good, they/I won't care.

scary_jeff: Wall supports, good idea! There is a rather large and boring expanse of wall.

Pegs: I'll have to get dh_sunken to understand what you're talking about. And I'm not even sure I can release it for criticism, at least not publicly... hopefully private beta-testing will work... especially since they won't know about it...





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Re: tm_seether
Posted by Tracer Bullet on Wed Feb 18th at 7:57pm 2004


Yes I'm talikng about contrast. light_spot is one of the most underused and usefull entities available. [addsig]



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Re: tm_seether
Posted by Pegs on Wed Feb 18th at 8:08pm 2004


? posted by Hugh

Pegs: I'll have to get dh_sunken to understand what you're talking about. And I'm not even sure I can release it for criticism, at least not publicly... hopefully private beta-testing will work... especially since they won't know about it...

Rofl

[addsig]




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Re: tm_seether
Posted by Gollum on Wed Feb 18th at 11:32pm 2004


It's only the first and second screens that look boxy. It may not be practical at this stage to redo the architecture, but you could try breaking up the outline a bit. Try getting some ideas from your favourite custom levels (as long as it's not "Killbox" ).





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Re: tm_seether
Posted by Failsafe on Thu Feb 19th at 12:42am 2004


? posted by Gollum

It's only the first and second screens that look boxy. It may not be practical at this stage to redo the architecture, but you could try breaking up the outline a bit. Try getting some ideas from your favourite custom levels (as long as it's not "Killbox" ).

Or any other killbox variants (eg. Most custom CS maps)

Hey, the map is looking pretty good so far, but I would change a few things, like adding a few details here and there, make some more vertical play (ladders on those crates will do well), and some lighting tweaks.

[addsig]




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Re: tm_seether
Posted by Hugh on Thu Feb 19th at 5:48am 2004


Rightio. I'm gonna guess that room symmetry is bad... not to say that the rooms are clones of each other, but the layout is the same for each.

And I'll get crackin' on some details.





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Re: tm_seether
Posted by Campaignjunkie on Fri Feb 20th at 4:50am 2004


1st Screen:
- func_illusionary additive light things are too "intense". Tone down the render amount.
- Since the ceiling is reasonably boring/plain, I assume you don't want people to see it. Try to direct your lighting downwards. Use light_spots for this, preferably. Texture lights can't be controlled very well (compared to lights and light_spots) - if you have a few, they can easily saturate an entire room.
- Wasted opportunity along the middle road thing. Again, use light_spots along important areas (doorways, windows, signs, important walkways) to put more emphasis on them and build contrast with the lighting.

2nd Screen:
- There's some sort of mapping error on the right? Lodged inside the grey-ish concrete thing.
- Don't place lights haphazardly; many texture lights do very little for a room, but a few strategic light_spots can do lots more for atmosphere.
- Seems kind of strange for a small red flourscent light to cast such a strong light on the crate.
- Add more interest on the floor (height variation, broken tile, different floor textures, etc.)
- Add more interest along the walls, mostly the top area of the brick walls. Perhaps pipes, or concrete support pillars, or whatever.

3rd screen:
- Get rid of the wires holding the lights (waste of wpoly that could go to other things) or make them thinner (maybe 2 units thick?)
- Wood paneling on the ceiling doesn't seem to fit the ceiling / shape... I don't think it's really possible to even place the wood panels like that! Possibly replace with concrete instead and accent it with wood supports?
- Get more contrast from the four lights in the middle of the room. Look at the floor area below the lights, and it seems to be uniform with the rest of the room.
- Far back wall (partial shadow) needs something there, maybe a picture or a vent or a support or whatever.

General:
- How many bounces are you doing in RAD? Don't do too many, because it'll just wash out the lighting in your rooms and rob them of contrast. I find 2-3 is generally good enough to get smooth but okay results. Experiment.
- Texture lights are not the end-all solution most people claim them to be. You can't direct where they shine very well, and as I said before (combined with light bounces) can end up lighting up an entire room. Lighting isn't something you throw around a map to make it playable; it has a direct effect on gameplay, influencing decisions on an almost subconscious level. Players will naturally hide in the darkness if they're low on health, or walk through doors that are lighted stronger than the rest of the room. Basically, the brighter, the more "important" it is.
- I agree with Gollum; the map overall lacks interesting set pieces or something really unique or eye-catching. While it's not terribly bad, it's not terribly good either. Try working on getting some more interesting shapes and forms around the map. A lot of it seems pretty boxy/rectangular, which isn't terribly interesting.

Phew, that was long. But you said you wanted it. Whatever.

[addsig]




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Re: tm_seether
Posted by Hugh on Fri Feb 20th at 8:06am 2004


Danke schoen. I've tweaked and added a bunch of stuff now, so I'll probably update the screens on Friday/Saturday, depending on how many of your ideas I decide to implement (before Friday/Saturday, that is; most of 'em are good ).

Note that the lighting in the pictures doesn't look like that in-game, I just tweaked the gamma since they looked obscenely dark...





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Re: tm_seether
Posted by Hugh on Sun Feb 22nd at 11:26am 2004


Pah, updated only one of the screens, but I believe it got transformed from the ugliest picture to the prettiest one, so hey. I've made progress on the other two, but there really hasn't been enough difference to justify a new screenie just yet. So yeah, hope you like the new screen, #2 in case you couldn't tell.



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Re: tm_seether
Posted by 7dk2h4md720ih on Sun Feb 22nd at 10:42pm 2004


Hugh, there seems to be something embeedded in the middle section of the wall in screen 2 in two places. One is under the window thing and the other is on the wall perpendicular to it. [addsig]



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Re: tm_seether
Posted by Hugh on Mon Feb 23rd at 2:43am 2004


No, there's nothing embedded there, that's just my crappy video card.



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Re: tm_seether
Posted by Hugh on Sat Apr 17th at 5:39am 2004


... wow. Takes me a long time to update screenshots. Anyway, critique away.





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Re: tm_seether
Posted by Tracer Bullet on Sat Apr 17th at 6:20am 2004


I absolutely love screens 2 and 3. However, # 1 is lacking. the glaring thing that bothers me is those fades you have on the lights are WAY to obvious. other than that, it just feels lacking in terms of architecture, but that may just be a function of the angle from which the screen was taken.



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Re: tm_seether
Posted by Hugh on Sat Apr 17th at 6:33am 2004


Nah, that first pic doesn't suffer from angle-related architectural deficiencies, I just can't really think of any good details for it (as you have noticed). I'll adjust the fades, though (again.)




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