ZOMBIE!
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Re: ZOMBIE!
Posted by Cassius on Sun May 16th at 6:21pm 2004






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Re: ZOMBIE!
Posted by Captain P on Sun May 16th at 6:50pm 2004


Looks very good. Real creepy atmosphere, I can almost smell those zombies around the corner... hey, wait, what was that sound behind me?

Very nice textures bytheway...

[addsig]




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Re: ZOMBIE!
Posted by Campaignjunkie on Sun May 16th at 6:56pm 2004


Oooh, I like how you're faking the hanging lamps. Didn't even realize they were just little hovering circles until I looked a bit closer. Just a few nit-picks:

- That fence texture around the red-colored vent seems to be a bit overscaled. I think something more around the size of chain-link might work better.

- Window texture in 2nd shot looks way too over-scaled compared to the other windows.

- Ceiling seems kind of boring, but I suppose you don't want people to focus on the ceiling in the first place. I still recommend having wires or chains or something hanging down though.

[addsig]




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Re: ZOMBIE!
Posted by Gorbachev on Sun May 16th at 6:59pm 2004


The door in the first shot looks like it needs a frame of some sort. [addsig]



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Re: ZOMBIE!
Posted by $loth on Sun May 16th at 7:05pm 2004


these two i agree with:

? quote:
- That fence texture around the red-colored vent seems to be a bit overscaled. I think something more around the size of chain-link might work better.

? quote:
The door in the first shot looks like it needs a frame of some sort.

and yea if there were some chains or wires hanging from the ceiling, it would get a $loth rating of 10/10

[addsig]




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Re: ZOMBIE!
Posted by Crono on Sun May 16th at 7:39pm 2004


Damn.

Its maps like this that show how important good textures are. Without them this map would still look good, but no where near as impressive.

I think what CJ and Gorb noted before are the only minor gripes about the way this looks so far. [addsig]




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Re: ZOMBIE!
Posted by Crackerjack on Mon May 17th at 12:53am 2004


The atmosphere is quite nice, architecture is though, weak in areas. What I can see from these shots are that you know how to create a creepy atmosphere in small, compact hallways. Try to go for more open areas, once the map is further in development. I also think the bright red light.. is way to pink and way to bright.. tone both down a tad.

Good luckl

[addsig]




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Re: ZOMBIE!
Posted by Skeletor on Mon May 17th at 1:14am 2004


Pink is Cass's favorite color. [addsig]



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Re: ZOMBIE!
Posted by Myrk- on Mon May 17th at 1:37am 2004


? posted by Crono
Its maps like this that show how important good textures are. Without them this map would still look good, but no where near as impressive.

I personally would take that as an insult

I think the textures are really good, but the map needs something more, maybe some swinging lights or flickering ones or some pipes or cables, just something to make the hallways a tad more interesting- even a bloody death threat or poster on the wall.

[addsig]




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Re: ZOMBIE!
Posted by Cassius on Mon May 17th at 3:25am 2004


Swinging I didn't know my shots were so good you'd forget what engine I was working with!

And Crono, this map is really a test to see how powerful lighting can be - and I'd like to believe it's pretty powerful here. The textures are by Mikezilla and Blazeer; and if you know these two guys, they are not only two of the best texture artists I've ever seen (well... maybe not Blaz) but they make clean textures, so I took the liberty of dirtying them up.

In case you were wondering, which you weren't, I'm going to post solely in this thread - maybe in the rest of the maps forum, but never in general again. And yes, pink is my favorite color.





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Re: ZOMBIE!
Posted by ReNo on Mon May 17th at 3:41am 2004


This is stupid cass, why would you let one thread force you off the forums? You know fine well nobody wants you gone.

Anyway, back on topic, the map looks nice - as the others have said the textures look great and the lighting is working very well too. The only thing I really noticed to criticise - the wall on the left looks really blurry compared to the rest of the sharp textures and it looks a bit out of place. When you can only find one such lame criticism to natter about, you know that your on to a good thing

Good luck with the map, and I hope you change your mind about avoiding the forums. [addsig]




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Re: ZOMBIE!
Posted by Crono on Mon May 17th at 3:56am 2004


I didn't mean my comment as an insult to Cass's brush work. Just that the textures help the overall atmosphere.

The lighting. I forgot to comment on that, didn't I?

Looking at the screens some more, I think the lighting against the ceiling should be darker. Whenever I think of a dark hallway with hanging lamps, I always imagine not being able to see the ceiling.

You could create a wood to black gradient texture for the beam to ceiling areas, and then texture the ceiling (such as in shot three) with black. It might give a very 'eerie' effect. [addsig]




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Re: ZOMBIE!
Posted by Dietz on Mon May 17th at 6:22am 2004


My God, what have you guys done?! Someone call the drama police.





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Re: ZOMBIE!
Posted by Cassius on Mon May 17th at 6:35am 2004


Watch your tongue Dietz, or I'll be forced to unleash some blistering jokes about your mother.

[EDIT] Silly me, I just realized I was compiling with -bounce 8 on. [/EDIT]





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Re: ZOMBIE!
Posted by Tracer Bullet on Mon May 17th at 6:36am 2004


? posted by ReNo
This is stupid cass, why would you let one thread force you off the forums? You know fine well nobody wants you gone.

Agreed. I don't know (never read the thread) what pissed you off though so I guess it isn't fair for me to comment.

As for the map, It looks freaking awsome. The lighting is the first thing I noticed. When the scene has such great atmosphere I have trouble coming up with any crticisims.





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Re: ZOMBIE!
Posted by Leperous on Mon May 17th at 9:22am 2004


Children please, lets stop the fighting and just make sweet mapping love. Looks good Cass, but what/where's it meant to be?





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Re: ZOMBIE!
Posted by Myrk- on Mon May 17th at 12:17pm 2004


A creepy backalley and warehouse in Mianus... [addsig]



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Re: ZOMBIE!
Posted by KungFuSquirrel on Mon May 17th at 12:37pm 2004


I'd be interested to know what your hlrad and spotlight settings are. Very smooth lighting. I like [addsig]



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Re: ZOMBIE!
Posted by ReNo on Mon May 17th at 2:27pm 2004


There is only one area in which I can see to ceiling to be honest, which is extremely suprising given the high bounce value. I'd drop that to 1 or 2 if you want very dark sectors, but experimentation is bound to give you the best results. [addsig]



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Re: ZOMBIE!
Posted by Cassius on Mon May 17th at 10:57pm 2004


The settings are pretty standard - extra and a smooth value of 80, bounce 0. It was more an act of moving polygons to avoid the otherwise inevitable lighting seams - the broken floor is probably the best example. There are no seams on the rubble because I had to delete/shift half of it to get it to look like that I must be old fashioned.

New screens as soon as I think of another area - I'm thinking a hospital.

The map will be a Svencoop/singleplayer deal with a portion of it entered in the contest as an HLDM map.






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