
I've upped the lighting by a small amount, is it still to dark? The screenshots seem to make look darker than it is. Thanks for all the comments/tips.


[addsig]
'Please
Note:
You are no longer an authorized member of Tripod. You have been removed
because your web site violated our Terms of Service or you chose to
self-delete.
For more information, click here.'
Grr.
Unfortunately, you can't null the brush underneath these func_wall stairs if you want models to have lighting.
If you're going to allow people to gauss up here, I'd think it be neat to give them a little something for doing it.
I found a texture error.
For both these areas I'd suggest either removing the null texturing or clipping them off.
Everything looks pretty good. Nice to see this getting finished!


Just looking at those shots again, I love how this has turned out. Before I was thinking generic (though damn sexy) industrial setting, but with Cassius' textures and your brushwork development, its turned very much into a neo-tokyo style city street. I know that sounds daft, given that neo-tokyo type places have normally a depressing, technology-driven look, but if you replace the technology with heavy industrial building materials, this is how it would look ![]()
You still ought to change the indents on the inner pillars with the rusty support bits, as the rusty bit looks crap. I think you'd be better off visually if you made the pillars straight like you have elsewhere, and it would also reduce your w_poly a bit.
[addsig]| ? quote: |
| This map is awesome lookin I would like to test it out if I could Please. I like what you have done with the detail. But it is hard to judge without playing the map. |

1. This roofline needs height variation, perhaps a second floor to this grey building? Not necessarily mimmicking its current shape however.

2. If you aren't going to let people up there, then perhaps put a hidden red light behind the vent, would look cool if there was red light behind it but seeing the source would look silly, as it would seem pointless to have it there.

3. Maybe have a door here, in the same sort of place as the vent is on the other side.

4. In my opinion, there isn't much reason to null all the roof faces out here. When on ground level, these will be facing AWAY from the player, and so will not be rendered even with textures. When in the air, I think it would be worth having the 20 or so w_poly it would probably add in order to stop the HOM's and rendering of underlying faces. Would mean screenshots from up here could look impressive and proper rather than unexpected and "unallowed". Also, I think these lamp posts should cast light_spots to provide pools of light on the ground, one from each of the two lamps on each post. Nothing drastic, and not pointing right down but each slightly angled away from the post.

5. Nice little red highlighting, but perhaps you could use a couple more along under this ridge?

6. I like what you've done with this pool, but perhaps that metal trim looks out of place on it?

7. Nice detailing but perhaps badly textured? The light surface material looks wrong against the rusty metal sides. May look better by just changing the inner supported part's surface to a rustier metal? It then might clash with the rest of the ceiling but just a thought.

8. May be cool to have another pool down here to prevent fall damage?

9. Maybe put a clip brush over this door indent, it doesnt provide any benefits being able to hug the door but could get people snagged.

10. Maybe change the interior wall texture of these planters to match the exterior texture?

11. I think this might look better with a trim on both sides.
All in all, the improvements are great, this is certainly the most stunning first release I've ever seen in the engine. Weapon placement seems a bit unsuitable in a couple of places in my opinion, such as the closeness of the two shotguns on the ground floor, and the two mp5's on either side of the inner wall. Putting two sets of gauss ammo with the gauss also seems like overkill, considering its not hugely difficult to get a hold of. I also think the map should have an LJ somewhere.
[addsig]Yeah my brightness is reasonably high actually, makes it easier to play on most maps (brightness 2, gamma 3). I also increased both contrast and brightness by 10 in photoshop for the screenshots, as sometimes they come out a bit dark.
About the overall red lighting, perhaps you could try and vary the colour a little, but red works well as a highlight as it is quite a powerful colour.
The trim on the planters, despite not really fitting with the texture on which it sits, still looks quite good in my opinion. Its a nice contrast the the textures around it.
[addsig]Oy gubbins m8 im ratha peckish slap anotha shrimp on the barby there eh? hehe tally ho there ol chap god save the queen
(Translation from British: I would be honored to do the weapons, A_S.)
s**t, Reno, Thanto is beautiful in it's dark/moodiness - why must you rape it with your vile brightness?
[addsig]