It looks good man. Love the hotel and how you did the crashed floor.
Re: sp_torque beta
Posted by reaper47 on Mon Oct 12th at 1:26pm 2009
Posted by reaper47 on Mon Oct 12th at 1:26pm 2009
Great additions. Looking much better now.
Re: sp_torque beta
Posted by mazemaster on Tue Oct 13th at 5:11am 2009
Posted by mazemaster on Tue Oct 13th at 5:11am 2009
Hey cool. I don't have steam installed right now, so I can only comment based on screenshots. I especially like the inside of the hotel, that's looking really good. It also looks like theres a lot of 3D connectivity, overhangs, overlooks, etc, which makes for great gameplay in my experience.
My main suggestion is that the piles of rubble look too clean and smooth. I think it would help a lot if there were occasional pieces of 3D rubble sticking out of it to break the smooth contour of the displacement. Eg: broken boards partially submerged, pieces of bent rebar coming out of it, chunks of concrete stuck in there. Maybe an upside down sliding chair sticking out, a decrepit car half-covered, etc. For most of the small stuff you can just make it walk-throughable so it doesn't block movement.
It's sort of like how an artist doesn't draw every single brick on a wall or shingle on a roof, but they carefully articulate a few here and there.
My main suggestion is that the piles of rubble look too clean and smooth. I think it would help a lot if there were occasional pieces of 3D rubble sticking out of it to break the smooth contour of the displacement. Eg: broken boards partially submerged, pieces of bent rebar coming out of it, chunks of concrete stuck in there. Maybe an upside down sliding chair sticking out, a decrepit car half-covered, etc. For most of the small stuff you can just make it walk-throughable so it doesn't block movement.
It's sort of like how an artist doesn't draw every single brick on a wall or shingle on a roof, but they carefully articulate a few here and there.
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