reclamation
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Re: reclamation
Posted by Yak_Fighter on Fri Jul 16th at 8:53am 2004


er, well if you don't have it from downloading TFC over steam or on your old install of HL... I guess you can just create a wad file named tfc and just accept the fact that a few walls will have that nice checkerboard texture.





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Re: reclamation
Posted by Dred_furst on Fri Jul 16th at 8:58am 2004


this looks really quite interesting, i'll check it out later. currently im finishing my map [addsig]



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Re: reclamation
Posted by JFry on Fri Jul 16th at 9:51am 2004


just played thru and whats there is some good stuff. It flowed pretty good and the r_speeds were excellent. I liked your architecture for the most part, but I wasn't so sure about the "McDonalds arches" hallway, heh jk it was fine. However I do think some of the alien infested areas seemed kinda like filler. But some of them were very good too, particularly the bit with the bent up door (tho the honeycomb thing looked a little overscaled to me). By the way you might want to put a clip brush between those doors, I managed to get stuck there. I agree with TB about the lighting, bring back the blue!





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Re: reclamation
Posted by Yak_Fighter on Wed Jul 21st at 7:32am 2004


JFry, here's a belated thank you for your comments

hopefully the lighting looks good, since i spent the last two days working solely upon it...





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Re: reclamation
Posted by ReNo on Wed Jul 21st at 11:18am 2004


Both shots have pretty cool lighting but it all seems to be accent lighting - there seems to be no functional lighting. Overall I think its too dark in those shots, the variation of colour is good and it works with the architecture quite nicely, but the rooms just don't seem lit up enough.

[addsig]




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Re: reclamation
Posted by Yak_Fighter on Thu Jul 22nd at 4:38am 2004


yeah, it is a little dark on the inside. back to work i guess





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Re: reclamation
Posted by JFry on Thu Jul 22nd at 7:42am 2004


I agree it would look better a bit brighter but just a bit. And I think that skybox fits well.





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Re: reclamation
Posted by Yak_Fighter on Wed Jul 28th at 7:26am 2004


Here's a new area:

I think I ruined the lighting by making it all too bright, so I'm going to try and get a last beta up later today so people can comment on it before I make the final push to get this thing finished.





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Re: reclamation
Posted by ReNo on Wed Jul 28th at 9:46am 2004


That new area needs another colour of light in there to provide contrast, and make it playable in allowing you to see things With such low w_poly, you could also consider putting in some structures or something above the roofline here. [addsig]



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Re: reclamation
Posted by Campaignjunkie on Wed Jul 28th at 9:51am 2004


Too dark to see much. Wasn't Xen brighter? Agree with more structures. Plus, get a new rubble + crumble texture (Half-Life's crumble texture is so low-res and bleh) There should be plenty of surplus from Day of Defeat and such if you look hard enough. Looks like it's shaping up though.
[addsig]




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Re: reclamation
Posted by Crackerjack on Wed Jul 28th at 1:02pm 2004


Yeah this is really dark.. and your using a bit to much blue. And I agree with CJunkies and ReNo's comments. [addsig]



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Re: reclamation
Posted by 7dk2h4md720ih on Wed Jul 28th at 1:09pm 2004


Hehe, 'crumble' THe roof on that area is very thick, is it some sort of bomb shelter?




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Re: reclamation
Posted by Yak_Fighter on Wed Jul 28th at 2:22pm 2004


Reno: I'll try to add detail above, but if I stand back a bit and look slightly to my left I can get 700+ w_poly's. yay for prefabs

CJ: Good idea about the rubble, I had forgotten all about dod textures.

crackerjack: I thought it was too blue myself, but people earlier didn't like the less-blue skylighting

A_S: I'm not sure exactly what its supposed to be, which is why I decided destroying part of it was a good idea...

As for all your lighting comments, is it really too dark, or is the skylight just too blue? Or both? It is dark, for sure, but some of that darkness is because I'm using a dark gray ceiling and a dark blue flooring, along with a dark gray wall. Maybe retexturing is in order





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Re: reclamation
Posted by ReNo on Wed Jul 28th at 3:29pm 2004


I going on the basis that the view models are barely lit, and therefore other player models will barely be lit, making the game probably very hard to play. I'm all for keeping the sky lighting blue, but if you are going to have that then you shouldn't rely on it it alone to light up areas, as that tone of blue isn't great as functional lighting. Atmospheric yes, good for playing in, I doubt it. [addsig]



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Re: reclamation
Posted by Crackerjack on Thu Jul 29th at 12:46am 2004


An idea for lighting up the rubble area: Have a construction looking like (one on a stand) so it looks like they were trying to clean it up. And lighting should be alot better in that area.

As for the new screens, the hallways look a bit boring, but that maybe due to your R's not sure. The arched area looks real nice.. maybe some alpha textures for detail?

[addsig]




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Re: reclamation
Posted by Yak_Fighter on Thu Jul 29th at 4:17am 2004


ok, thanks guys. work continues unabated!



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Re: reclamation
Posted by Yak_Fighter on Tue Aug 3rd at 11:32am 2004


Here's the final area. It's not completed and is way too bright, but eh. I've got a lot of work to do to finish by the deadline, but here's hoping!





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Re: reclamation
Posted by 7dk2h4md720ih on Tue Aug 3rd at 11:37am 2004


That's awesome, link me.




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Re: reclamation
Posted by ReNo on Tue Aug 3rd at 3:00pm 2004


Doesn't look way too bright to me mate, I reckon it could use more light The central expanse of floor seems to be lacking any sort of illumination judging from the screenshots. While there are loads of nice accenting light fixtures, there is a real lack of functional lighting I'd say. Perhaps a nice arrangement of light spots on the floor could look good.

I'd be interested in doing a critique if you want - PM me a link or tell me to go to hell, your call

[addsig]




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Re: reclamation
Posted by Yak_Fighter on Thu Aug 5th at 12:25am 2004


Critique away!

http://yak_fighter.tripod.com/reclamation_beta5.zip

Some things to remember as you're running around:

-layout isn't complete, since I haven't made a bunch of connecting hallways

-most of these hallways are there only as visblockers, I really hate hallways myself :

-the dead grunts on the ground are there to show how the lighting will play on entities

-my gamma is set at a little over half on the slidy bar in steam

-the tank area is getting changed

-r_speeds are no worry at this point






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