Thanto
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Re: Thanto
Posted by 7dk2h4md720ih on Wed Jul 28th at 8:00am 2004


Nearly done now. The layout is complete, so it's just tweaking and small bits and pieces. Thank f**k.



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.




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Re: Thanto
Posted by Hugh on Wed Jul 28th at 9:13am 2004


That looks freakin' beautiful, outside of the metal trim under the railings... but I never like that texture in any map. The lighting suits the brick very well, and it is very spankworthy.



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Re: Thanto
Posted by ReNo on Wed Jul 28th at 9:49am 2004


I can't get the file, even by copying and pasting into a new browser window [addsig]



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Re: Thanto
Posted by Crackerjack on Wed Jul 28th at 1:04pm 2004


Its looking alright but this map is just getting more and more unbalanced theme wise. You have a hi-tech looking trim in an urban area. But the rest of your map isnt urban looking. It appears to HLDM style. Im really confused about the map. I think im going to have to look at it in game to comment on it more. [addsig]



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Re: Thanto
Posted by 7dk2h4md720ih on Wed Jul 28th at 1:06pm 2004


Could someone please offer some hosting before I go crazy?

It's too big for my pit so instead of annoying anyone I went straight to geocities. Great. I uploaded the map, but then I couldn't access it. I gave up on that after a bit and tried tripod. After uploading it for the fifth time it finally worked. I went to bed. Now I'm greeted with the message:

'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.





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Re: Thanto
Posted by 7dk2h4md720ih on Wed Jul 28th at 1:22pm 2004


About the lack of a dominant theme. That's supposed to be part of it's charm. I will say it's probably somewhat more cohesive than the screenshots show, but for better or worse it isn't supposed to make sense.




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Re: Thanto
Posted by 7dk2h4md720ih on Wed Jul 28th at 2:00pm 2004


(edit}




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Re: Thanto
Posted by Yak_Fighter on Wed Jul 28th at 3:05pm 2004


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!





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Re: Thanto
Posted by 7dk2h4md720ih on Wed Jul 28th at 3:32pm 2004


Thanks Yak.

Didn't even notice that with the stairs. Good thing you pointed it out.

I haven't clipped anything off yet, as I haven't really decided how much of the map I want to be accessible.




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Re: Thanto
Posted by 7dk2h4md720ih on Sat Jul 31st at 2:34am 2004


Updated the screenshots, but there isn't much new. The layout is completely finished, and it seems to flow well enough for a first map. I just have some tweaking detailing and optimising to do and then it's off to Lep. The r_speeds mysteriously dropped by about 85 after the last compile, reducing the highest polycount to 1204, just above my intended limit. Delighted with that.




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Re: Thanto
Posted by Your Dead on Sat Jul 31st at 8:50am 2004


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. [addsig]



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Re: Thanto
Posted by ReNo on Mon Aug 2nd at 1:05am 2004


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]




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Re: Thanto
Posted by 7dk2h4md720ih on Mon Aug 2nd at 1:23am 2004


Well your rusty face looks crap! *runs away hurt*

Consider them removed.




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Re: Thanto
Posted by 7dk2h4md720ih on Mon Aug 2nd at 2:54am 2004


? 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.


Download link up now. I'm not really happy with the way the buildings meet the sky. Some places just look flat and boring.




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Re: Thanto
Posted by ReNo on Mon Aug 2nd at 2:40pm 2004


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]




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Re: Thanto
Posted by 7dk2h4md720ih on Mon Aug 2nd at 3:56pm 2004


1. I'd love to add height variation there but I only have about 64 units of depth to work with before I hit the far side. I can't really think of anything that would look good. It's also the part I dislike the most.

2. Capital idea, one red light added.

3. Door added. Maybe I should move the window up a bit too.

4. Faces are now textured. I'll try and get a nice effect with those streetlights, they are getting drowned out by the surrounding lights.

5. Added two more red lights. Do you think I went a bit overboard with hte red lights altogether? They're all subtle but there are an awful lot of them.

6. Changed the trim to the rusty metal one.

7. Changed the position of the lights and replaced the gray texture with something more fitting.

8. Neat little pool now added here thanks to you.

9. Clipped. I think I'll make it play a locked sound when you hit it too.

10. That texture's now fixed. The metal trim looks a bit silly on top though doesn't it?

11. It does look better with a trim

Turn down your brightness, you make it look crap. Cassius is in charge of the weapons unless I don't hear from him in a few days at which point I'll be left clueless.

Thanks a million for the comments and for going to the effort of taking screenshots.




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Re: Thanto
Posted by ReNo on Mon Aug 2nd at 4:09pm 2004


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]




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Re: Thanto
Posted by Cassius on Tue Aug 3rd at 6:30am 2004


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]




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Re: Thanto
Posted by ReNo on Tue Aug 3rd at 2:56pm 2004


I think its a tribute to the maps looks, that despite my horrible brightness settings, the map still looked damn good [addsig]



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Re: Thanto
Posted by Ferret on Tue Aug 3rd at 2:58pm 2004


lol




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