Thanto
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Re: Thanto
Posted by 7dk2h4md720ih on Mon May 31st at 10:05pm 2004


Awesome feedback again Reno.

1. Very good idea, I'll get right on it.

2. Well spotted.

3. I hadn't really done any work on the inside recently, a concrete trim is great, I didn't like the black texture there.

4. Cass's fault! There's a better image on the 404 page, the old one I had has the legs cut off. Do you think it works well as transparent?

5. Cass has been ordered to make step textures.

6. Trim shall be added!

7. Lights shall also be added.

8. I was thinking of taking up the suggestion of turning that into water to curb fall damage.

9. Trust me, I want to add rocks, lots of them! I wanted to see how the r's were first though. I think I'll be able to get away with a few.

10 Can't decide between the platform or the water!

Thanks a million bud, really appreciate it.

*scurries away to fix errors*




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Re: Thanto
Posted by 7dk2h4md720ih on Mon May 31st at 10:34pm 2004


I agree about the old/tech thing... that trim texture is just so damn versatile though!



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Re: Thanto
Posted by Cassius on Mon May 31st at 11:12pm 2004


? posted by ReNo
Also in this room, the ceiling structure is texture very "techy", while the rest of the map is now extremely industrial and dirty. The two clash quite badly, but I'm sure cass is on the case for replacements already!

In my opinion, this is the best part of the map - it's what makes it dynamic. A very futuristic and advanced style structure built upon a very old factory. I would prefer this a thousand times over just factory or just tech. Consider it a surreal piece.





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Re: Thanto
Posted by ReNo on Mon May 31st at 11:28pm 2004


Well, its your guys' map, so if its what your aiming for then thats cool, but I think you should at least try and smooth over the transition a little. Its VERY sudden at the moment, straight from aged and manky concrete wall to an near untouched metal ceiling, and to me it looks very jarring and fake.

Come to think of it, I think the problem might just be the texture and not the industrial/techy change - your new textures are detailed and "deep", whereas the shaderlab majestic base metal is a bit less realistic. If you made some techy textures that have the same level of detail as your industrial stuff, the transition would look much better I think.
[addsig]




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Re: Thanto
Posted by 7dk2h4md720ih on Mon May 31st at 11:46pm 2004


I think you hit the nail on the head about the shaderlab textures.


P.s: Check your pm's cass.




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Re: Thanto
Posted by Yak_Fighter on Tue Jun 1st at 12:26am 2004


Since I couldn't find a new download link this may have been addressed or not even present, but I think I saw a little arcitectural niggle that always bothers me in my own maps. The supports you have I'm guessing around the perimeter of that hallway opposite the building have part of them set at a 45 degree angle. It looks like you have the 45 degree angle brush touching the 0 and 90 degree brushes at a 90 or 0 degree face respectively when it would look better if it was like this:

You probably don't give a crap, and it really makes no difference in the end, so go ahead and ignore this suggestion. Stuff like this is why I take forever with maps...





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Re: Thanto
Posted by 7dk2h4md720ih on Tue Jun 1st at 12:31am 2004


One of my little niggles too, I try to avoid that as much as possible. Were these the pillars you were talking about? Your description was a little vague.



Thanks.




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Re: Thanto
Posted by Yak_Fighter on Tue Jun 1st at 1:04am 2004


? posted by ReNo

I may have been bamboozled by this picture. Oh well.





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Re: Thanto
Posted by ReNo on Tue Jun 1st at 1:08am 2004


Might look wierd in that pic because of my FOV, its at 112, so some things might look distorted.
[addsig]




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Re: Thanto
Posted by Yak_Fighter on Tue Jun 1st at 4:43pm 2004


Texture errors I saw in a quick runthrough.

Here I would try to get the support texture with the black sides to extend on the indent like this:

This is a clipping or compiling error of some sort. In this picture I'm standing on thin air on an invisible ledge. It extends out to about where I'm standing in a triangle shape. You can reach it by jumping from the tech ceiling area. I came across this same thing in the snarkpitcrew map and the only solution I found was to delete and redo the brush.

Seems like all I'm good for these days is finding texture and clipping errors in other people's maps. I've gotten more than enough experience





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Re: Thanto
Posted by Yak_Fighter on Tue Jun 1st at 4:54pm 2004


Yeah, I apparently can't edit my post, so that part where I just trailed off up there about making the indent looking like this? This is what I meant:





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Re: Thanto
Posted by 7dk2h4md720ih on Tue Jun 1st at 5:04pm 2004


Great stuff. I'd spotted the aaatrigger texture already, and that doorway now has a frame, but I missed the others.

Good idea with the indent, looks really well and I wasn't sure what to do with it.

I'll go about fixing that clipping error too.

Cheers bud, appreciate it!




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Re: Thanto
Posted by Orpheus on Tue Jun 1st at 9:01pm 2004


1st off, i know i have a dated version so overlook any comments i make that have been addressed.. 2nd i have not kept up with this thread, cause i wanna form my own opinions on this map, so if i repeat a comment, just chalk it up to two sets of eyes that have the same viewpoint.. 3rd my comments are 100% opinion, they do not reflect on the map as a work of art, they are only things i would do, or not do differently.. it does not in any way signify errors that need fixed..

this sign, it glows to bright, it makes it seem blurry for doing so, tone it down a bit.. also it would look much better IMO if it flashed on/off like a broken pc monitor perhaps..

this nice looking hall with its decorated ceiling, loses its meaning with all the same textures being inside, add a light strip perhaps along the insider edge of the depression on top..

same hall, just around the first bend.. way to dark.. the light strip i mentioned could reduce this..

this area, way to dark, could be improved by either, 1) pointing the light environ down, or 2) increasing the minimum light level of the map in the properties... also, the wire on top, would look mucho better as a chain link fence.. using the grate texture ruins the effect IMO

the center of this screen is the upper level of the area.. an overlook of some sort would really improve the looks..

this depression and corresponding ceiling, look odd.. the angle is just to steep.. reducing both by half would still give you your architecture, without looking silly for being present.. also something needs to be in the bottom.. a grate, some water or perhaps a drain hole..

all this fabulous architecture, lost in the gloom.. increasing the overall light levels may reduce this issue, but more light fixtures sure couldn't hurt.

a pet peeve of mine.. lights that look glued onto the wall always annoyed me when i map, or view in another's map.. sadly i did it way to often.. must be one of the reasons i dislike my own works..

this grate, and all the rest for that matter.. lower them so they are not flush with the surrounding terrain.. same with the under side of the ramps you can walk under.. make the area they cover look like a frame.. being flush ruins the effect.

the map is to new to find true faults yet.. i will do a proper critique when it approaches completion..

nice job guys..

[addsig]




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Re: Thanto
Posted by Cassius on Wed Jun 2nd at 1:01am 2004


We've been kind of shunning the upstairs hallway - not so much potential for prettyness as some of the other areas. As a matter of fact, we've barely touched it.

The middle hall is also a tough spot, as it is built at a 45 degree angle and is a center of r_speed traffic to boot... it would be tough to figure out a system where the hall could look good and still be blocking VIS.





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Re: Thanto
Posted by Orpheus on Wed Jun 2nd at 1:07am 2004


i feared i overstepped.. i know Dave saw my little pre-critique, and not so much as a f**kyou in passing..

tis why i don't do as many as before.. its gotten to where i fear the author will scrap maps on my comments..

i think i will wait till its much closer to release, before i do a full critique.

[addsig]




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Re: Thanto
Posted by Cassius on Wed Jun 2nd at 1:22am 2004


Not to fear Orph, I and A_S have quite a bit of confidence in this one.



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Re: Thanto
Posted by 7dk2h4md720ih on Wed Jun 2nd at 1:25am 2004


Heh sorry Jon, just had a quick look through it before I was interrupted. I'd hardly take offence to some light criticisms, that's absurd.

A lot of the stuff you mentioned is still under construction, and I agree with most of your concerns. Expect to see a modified version soon. Thanks for the comments!




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Re: Thanto
Posted by Orpheus on Wed Jun 2nd at 1:34am 2004


i wasn't expecting thanx.. the job is of my choosing,and one i truly enjoy, but when you see and know that your post was read, and nothing is posted in return... well you get scared.

i do anyways.

i still think it best if i wait till its closer to complete, your track record for finished products not withstanding Dave.. i am not as confident in you, as Cass is..

i have seen your work for a long time now, many of your projects could have seen release, you scraped them all. if you don't understand my hesitancy.. I'm sorry.

[addsig]




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Re: Thanto
Posted by 7dk2h4md720ih on Wed Jun 2nd at 1:39am 2004


My track record is abysmal but I assure you this most certainly is being released. Even if I backed out Cass could finish it off in about an hour.



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Re: Thanto
Posted by Orpheus on Wed Jun 2nd at 1:50am 2004


? posted by Alien_Sniper
My track record is abysmal but I assure you this most certainly is being released. Even if I backed out Cass could finish it off in about an hour.

i hate to be a prude, buts a bit farther away than a single hour.. cass's release record is about on par with yours

glad to hear it ol friend.. its about time you got your feet wet..

[addsig]





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