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Re: sj_castle [updated]
Posted by Gwil on Mon Jun 14th at 3:23am 2004
Just had a run round - looking very nice Jeff 
Couple of points off the top of my head before I get some sleep..
The battlements need to be smaller
Theyre too long and wide at the
moment, and also gaps between them are usually designed to tip
rocks/stones/oil/general nastiness onto people - make them a bit
smaller and widen the gaps!
Its a bit too browny/sandy sometimes indoors - the layout felt (i found
it wasnt) quite "circular" in certain places. can you break it up with
colour? tapestries hanging off wooden support rails would be good.
I can't recall seeing a single fire in the castle (aside from the one in the shots) (doesnt need to be
lit) - correct me if i'm wrong. if you can afford the r's somewhere,
stick a nice big fire or 2 in there! anyone who lived in this castle would
have frozen to death 
more wood for your different floors - castles burn well in big fires cos the floors are usually predominantly wood, not stone.
depth toward the bottom! a sea opening would almost certainly be there,
as well tunnels around the edges to and from large areas of the castle!
it would add greatly to the connectivity as well, and bring a new
dimension to the fighting..
ill write a better crit with screenies tomorrow, thats just a few points for spinkifying i can remember 
otherwise it looks fantastic, and is very convincing
looks almost Basque-esque, or somesuch.
[addsig]

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Re: sj_castle [updated]
Posted by scary_jeff on Mon Jun 14th at 11:21am 2004
Some good points again, thanks
A_S:
A)
1: There are a bunch like that, I didn't align everything properly yet in case I end up changing the texture.
2: The tree only works on steam or if you have the updated DLLs. I might change this to a brush-based one
3/4/5: I can easily fix all of those.
6: The balls do have a texture, but it is stretched a lot and I don't know how to change that yet.
7: That's actually deliberate because I want the texture going the way it is along the top. I'll try and make some kind of transition.
8: Good idea, but I would quite like to keep that as it is. I'll change it if the r_speeds are still too high after I have tried everything else
9: I want to implement that if I can. If not, smalelr thing in the middle with a tree or something.
10: See Gwil:1
B)
1: I can add some kind of trim or something to those stairs, but r_speeds are getting to the 'need to be thought about' stage here.
2: I got a few lighting errors with the last compile, I expect they will just disappear next time.
3: OK fair enough. I have an idea for that which sohuld be slightly more interesting.
4: I'll try a different glow sprite. I was considering having one glow sprite and one fainter fixed size sprite for every light, but I don't think this would be worth it.
5: I think grass around the bottom of the main tower could be possible. Your diagram was actually pretty good A_S
Gwil:
1: I did have more gaps, and ideally I would have angled brushes like the indoor cannon holes do, but both of these cause the wpoly to go too high. I can make the gaps a bit wider and see how that looks. The width of the battlement walls is actually less than a few castles I have been to - thin walls just get broken easily
2: Some more rugs and some hanging things on walls are a perfect suggestion for these areas, I'll definately do that. I know what you mean when you say 'circular', but if I put something players want around a loop (lj, weapon, armor), I think it should work out OK.
3: My friend made the exact same comment. The thing is, I have not made the castle as if it is 500 years ago - burning torches might look a bit out of place in a castle that is electrically lit. There are three of empty fireplaces, I could put another one of these in, although building another chimeny into the map could be annoying.
4: Wooden floors, will definately do that. Upper levels in particular. An ideal way to use the wood texture A_S got me
5: I'm not really sure what you mean here. I did have a sea-opening down in a_s' 11th screenshot, but the r_speeds were terrible if you actually went out there. Where would these tunnels you suggest go? I am interested but am not sure how this would work.
Thanks for your comments also Yak. r_speeds in the main big area are at the top of the list 
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Re: sj_castle [updated]
Posted by ReNo on Mon Jun 14th at 11:52am 2004
I'll try and get some time to check this out later today, though no
doubt most points have been covered already. It certainly looks like
you have made some good improvements from the screenshots 
[addsig]

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Re: sj_castle [updated]
Posted by Orpheus on Sun Jun 13th at 7:29pm 2004
one of the best castle maps i have had the pleasure of being a part of..
<br>
<br>i hope to see this map reach completion 

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Re: sj_castle [updated]
Posted by Orpheus on Mon Sep 15th at 11:02am 2003
one of the best castle maps i have had the pleasure of being a part of..
<br>
<br>i hope to see this map reach completion 

Orpheus
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Re: sj_castle [updated]
Posted by 7dk2h4md720ih on Sun Jun 6th at 9:42pm 2004
Finish it and put it in the competition. 

7dk2h4md720ih
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Re: sj_castle [updated]
Posted by Orpheus on Tue Oct 12th at 7:31pm 2004
Any updates ol' man?

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