Thanto
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Re: Thanto
Posted by 7dk2h4md720ih on Thu May 27th at 6:46pm 2004






Thanks for all the comments so far. I'll make the lighting more dramatic and get some higher quality textures a little later down the line.

At the moment I'd like suggestions as to how I should connect the top level to the lower ones.

If I could find a suitable twist I probably could submit it for the competition too.




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Re: Thanto
Posted by Kage_Prototype on Thu May 27th at 7:11pm 2004


Superb lighting and architecture. The textures work with them well. Very nice. [addsig]



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Re: Thanto
Posted by ReNo on Thu May 27th at 7:52pm 2004


I really like the map, some great architecture and the lighting is perfectly dramatic if you ask me - works to the architecture's advantage nicely. That said, there are certainly improvements to be made, I'll point out a few flaws here...



You use this texture a bit too much - its a good all purpose texture but I think you have gone to extremes here. I think you should slide a few different concrete textures in for variations sake.



Nice skylight, but you hide it behind repetitive texturing. Highlight your features such as those light fixtures with different textures.



I think the walkways are maybe a little too thin, perhaps widen them a little?



These metal bits look pretty crappy and pointless, perhaps make something that looks more structural sound? Take a look at these pillars in Forsaken - the have variation in them to provide interest, yet still look sturdy.



Perhaps aim for something similar - the thin points in your pillar look weak and should have something more than those little metal bars to hold them up.



There is an awful lot of texture layering on a flat wall here, perhaps provide some architectural depth to it? You could have an indented alcove/ledge at a similar height to the lower ledges or something?



The doorway trim has depth to it at the top yet is flush at the sides - you should maybe pick one and make it consistant. I'd be inclined to suggest keeping it flush to stop players getting snagged.



Players can barely see anything below because of this wall. I reckon it would be better to remove this and keep the upper floor exposed, the same as on the opposite side with the windows.



You may want to consider linking your pillars with the inside wall somehow to break up the ceiling a little. It could provide potential for interesting light fixtures too, since the little green squares are a little lacking.



Watch your texture alignment, its off in a few places. If you are using a texture extensively, that is non direction dependant like this one, you can sort your alignment really easily for the most part by using hammer's texture replacement tool. Just open the texture tool, set the mode to "select", press "replace" and select the texture you want to select in the left box. Before you press continue or whatever ensure you have checked the "do not replace textures" box. Now you will have all the faces with that texture selected, so you can easily align them all "to world", set them to the same scale, and centre them or whatever.



Are you doing something with this wall? Looks awfully boring and temporary.









All of these could be linked up with another room behind your boring wall, and you could perhaps not so much make it another room, but an extension of the existing main area. [addsig]




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Re: Thanto
Posted by 7dk2h4md720ih on Thu May 27th at 8:01pm 2004


That's brilliant, thanks a million bud.

Yeah, I really went overboard with that texture, but it's just temporary in a lot of places.

I'll make the walkways bigger.

I agree about the metal bits, they didn't come out as planned. Really strange you should refer me to forsaken though, I just downloaded it last night for some inspiration!

The lip at the top was supposed to be a door but it's not too obvious as the texture is the same at the bottom and the sides.

All those areas are going to be interconnected, I was hoping for a few suggestions as to what to do.

Got to run now. Thanks again!




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Re: Thanto
Posted by beer hunter on Thu May 27th at 10:36pm 2004


Bah ! some gimps beaten me to the critique, very nice feedback

Yeah, widen the walkways before doing any more layout changes.

Those floor grates are just crying out for slime to be put under them with green uplighting.

The only way i can think of connecting the top level to the lower is by opening the level up a bit more and adding a couple more paths. Or do a kludge of using teleporters Will give it a bit more thought...




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Re: Thanto
Posted by Juim on Fri May 28th at 2:49am 2004


Looks good. Reminds me of an early Gustavo type map. Anybody who's been with the HL crowd for awhile will remember his stuff. Good work.



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Re: Thanto
Posted by Jinx on Fri May 28th at 3:19am 2004


heh, I loved the AHL Gustavo maps:
http://ahlmd.telefragged.com/maps.php?map=55

This map is looking really interesting, keep up the good work. And how about some gratuitous env_glows on the lights?





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Re: Thanto
Posted by Yak_Fighter on Fri May 28th at 7:13am 2004


I loved the Gustavo maps that used my prefabs. The rest, eh.



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Re: Thanto
Posted by 7dk2h4md720ih on Fri May 28th at 4:17pm 2004


Did a bit of work to the inside area. It's all connecting up pretty well now, the layout is nearly complete. I just have to spinkify one stairway and create a decent transition from the ground floor to the first.





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Re: Thanto
Posted by Yak_Fighter on Fri May 28th at 6:02pm 2004


Reno pretty much covered most of the points, but I would just add that I'd like to see a few more rooms in this level, as currently I think it's a little too small. The outdoors section screams having the tau cannon, but because of the total size of the level that would be a disaster. You've got a good arcitectural and lighting style going, and it would be nice to see it applied to additional sections.

Then again, I personally don't like making maps that are 1v1 or 4 players max, so take this with a grain of salt.





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Re: Thanto
Posted by 7dk2h4md720ih on Fri May 28th at 6:24pm 2004


I don't think I'd be able to manage a couple more rooms, I'm struggling at the moment. Maybe I'll aim higher for my next project.



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Re: Thanto
Posted by Myrk- on Fri May 28th at 8:55pm 2004


LOL! Reno hehe...

[Reno thoughts] While I'm critiquing this map, I think I'll advertise myself a bit [/Reno thoughts]

I'm downloading this map now, a very rare occurance for me to download a map, but 700kb is nothing really, even for 56k, and people say it's good so I shall see...

[addsig]




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Re: Thanto
Posted by 7dk2h4md720ih on Fri May 28th at 8:59pm 2004


Another version for download. I've changed a good bit, taking all the suggestions into account. The only things that need much work now structurally are the stairs connecting the second and thrid levels and the outer part of the third level.

edit: dowload removed

Sorry myrk, this one is a little bigger!




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Re: Thanto
Posted by Myrk- on Fri May 28th at 9:05pm 2004


Ok just played the first one and downloading the new one.

Seemed very small and tbh very linier... hopefully the new version will have more to it. Also I think you need to clip the little dips in the walls with the lights in them.

And I know you want this to be a contest map It has snarkpit logo hidden on the top level.

The name of this map is pretty similar to my next maps name too...

[addsig]




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Re: Thanto
Posted by Myrk- on Fri May 28th at 9:12pm 2004


The new version is alot better, I like it

Good improvements where Reno said and the I Love Reno sign is a definite win over lol...

Still I think you need something in that room with the skylight. I think maybe an overhanging metal grate which you can walk off at the top of the stairs, something to make it have more point when a weapon is placed there. A couple of sprites over the lights too to spink it up a bit and it should be a kickass map

[addsig]



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Re: Thanto
Posted by 7dk2h4md720ih on Fri May 28th at 9:25pm 2004


Thanks the commments.

I agree about the room with the skylight. I wanted to connect the top of the stairs with the third outside level but it isn't really possible.

Reno did say that wall was too boring.

I've no twist in it and I can't think of one so I can't put it in the competition... unless my twist is there is no twist! I put that snarkpit sign in all my maps though.

I'll mess about with some sprites now, I've never really used them before.

What's your maps name? Tanto maybe?




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Re: Thanto
Posted by Myrk- on Fri May 28th at 9:39pm 2004


Thanatos - Death as a personification or as a philosophical notion or Death instinct.

[addsig]



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Re: Thanto
Posted by 7dk2h4md720ih on Fri May 28th at 9:42pm 2004


Aah, I just shortened thantophobia.



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Re: Thanto
Posted by Myrk- on Fri May 28th at 9:54pm 2004


Thanatos can also be written as Thantos... not sure which one I'm going to use yet. A.t.m. I'm just drawing up a layout... [addsig]



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Re: Thanto
Posted by mrnatural on Sat May 29th at 1:58am 2004


hey good map alien.

i dig the middle portion. good for fighting.

as far as textures and such its good....i mainly look for fun.

the snark pit logo sign is awsome.

but if this is going to be a themed map whats it main jest?

whats its main theme?






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