Zeromancer
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Re: Zeromancer
Posted by Hugh on Thu Jun 24th at 1:05am 2004


Haha, yeah, I remembered that last night Orph, just too lazy to actually note that I'm not using any textures from it. Ah well, at least somebody posted about my general idiocy.





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Re: Zeromancer
Posted by Orpheus on Thu Jun 24th at 1:23am 2004


? posted by Hugh

Haha, yeah, I remembered that last night Orph, just too lazy to actually note that I'm not using any textures from it. Ah well, at least somebody posted about my general idiocy.

you lucky dog, i been an idiot for 30 years or more and i'm only up to captain

[addsig]




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Re: Zeromancer
Posted by ReNo on Thu Jun 24th at 10:19am 2004


LOL, I got that one orph [addsig]



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Re: Zeromancer
Posted by Tracer Bullet on Thu Jun 24th at 5:02pm 2004


I am a bit late on this, but whatever. Here goes.


First of all, let me say kudos for the nice curvy architecture. Although you have used curves throughout, this is by far the nicest area. However, as I said before, that floor texture has to go. I also feel that you should do something more interesting on the left hand wall than just that one texture.


This image illustrates something which bothered me about the map over all. it seems to be slightly under scaled. Nothing that effects the playability or anything, I just feel like I?m going to hit my head whenever I go through a doorway. Your architecture suggests grand scale, yet the map does not live up to it.


This is a really big empty space, with nothing of interest really. I do like the skylight and the nice pattern of light it makes on the floor, but there isn?t enough contrast to make it very noticeable. Also, that mixture of textures is pretty weird (cinderblocks-wood panels) and monotonous.
I also cannot quite figure out what those little tableish things in here are.


Te alcoves are very cool and all that, but house plants?


Very dark. a nice spotlight on this landing would make worlds of difference.


I very much like it that you can see into inaccessible areas, however again, this door is an example of under scale architecture.


You?ve done yourself a disservice in making this sand perfectly flat. I can?t imagine why it is there in the first place, but you might as well give it some height variation. (triangle terrain)

Overall I think the architectural style is great, but you have a long way to go on lighting in particular. The texturing was generally neat, but unimaginative (I have a good deal of trouble with this myself).

The lighting is simply flat. There is very little variation or interest. I may simply be biased towards dark moody atmospheres, but even if you intend it to be brightly lit, you still need more contrast.

Keep at it, I?d like to see how this comes out.





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Re: Zeromancer
Posted by Cassius on Thu Jun 24th at 7:47pm 2004


Looking at some parts, I'm thinking that this map could grow to be a classic; everything else, I'm wondering what happened.

[addsig]




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Re: Zeromancer
Posted by Hugh on Thu Jun 24th at 11:38pm 2004


Well, it is beta, and not in the sense that every room's completed. The room with the tableish things is very blah, I know, I can't quite get any inspiration going on it. Now to answer your questions.

The tableish things... are indeed tableish things. Basically they're there so I could see how much of the player is covered when they're crouching behind it. Originally gonna try to do some nice architecture around them but then realized that everything I came up with would block a lot of the view to/from the balcony.

The house plants are there because I felt that something needed to be there, and I couldn't come up with anything else... though maybe one of the little diploma posters behind some glass would look nice.

The sand's there because, again, there's gotta be something there.

The lighting's bright because I (read: most everybody) prefers dark moody maps, so I thought I might change it up a bit, but I did tweak it some, so hopefully it'll come out a bit darker.

Thanks very much for the critique!





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Re: Zeromancer
Posted by parakeet on Fri Jun 25th at 10:52pm 2004


u dont need the volumetric light in the grey room and in teh yellowish hallway the volumetric lighting may look interesting [addsig]



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Re: Zeromancer
Posted by Hugh on Sat Jun 26th at 8:55pm 2004


To everyone who says the lighting is blah *cough* Tracer_Bullet *cough* turn down your glare reduction to the bottom, then it looks nice. Yeah... I left mine all the way on the bottom, so now I'm just readjusting lighting... I was wondering why everyone was making fun of my lighting.



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Re: Zeromancer
Posted by Hugh on Tue Jul 6th at 3:00am 2004


I updated my screenshots, ooh boy... the office-y area might be scrapped even though it finally looks half-decent simply because it doesn't much match with the rest of the level.



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Re: Zeromancer
Posted by beer hunter on Wed Jul 7th at 12:17am 2004


I'll kill you if that office section is scrapped - its got some interesting stuff going on with the curves and skylights

Back to the lighting...

Its messy when some rooms have so many different light styles - that area with the two big red doors has 6 different light types (in the old map version anyway), it can look crappy when so many are used with several different colours in small-ish areas.

The lights in the HEV charger room are better but theres both wall and ceiling lights which looks odd. Rip out the ceiling lights and put beams across the ceiling and it'll prolly look better or... maybe not

Hard to say how to get the office area to match in with the rest but i would try and keep it in.




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Re: Zeromancer
Posted by Hugh on Wed Jul 7th at 8:29am 2004


For you, I keep it. I'll just have to reorganize the level a bit, but eh, it needs work anyhow.



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Re: Zeromancer
Posted by $loth on Wed Jul 7th at 8:55am 2004


add a border to the door in the second pic. [addsig]



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Re: Zeromancer
Posted by Hugh on Wed Jul 7th at 9:40am 2004


There is one consisting of texture. Anyway, updated map, anybody wants to give another detailed critique that would be l337.



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Re: Zeromancer
Posted by ReNo on Wed Jul 7th at 11:44am 2004


Surely will, I really meant to before now but if there is a new version I guess now would be a good time

EDIT: File not available error at geocities
[addsig]




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Re: Zeromancer
Posted by Hugh on Wed Jul 7th at 10:51pm 2004


It works for me... maybe try using the Save Target As? (If you're using IE)



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Re: Zeromancer
Posted by Orpheus on Wed Jul 7th at 11:04pm 2004


everyone knows, geocities links must be copy/pasted to function [addsig]



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Re: Zeromancer
Posted by Hugh on Thu Jul 8th at 3:08am 2004


Why do you mock me so!? The link worked for me which is why I was confuzled.



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Re: Zeromancer
Posted by ReNo on Thu Jul 8th at 1:14pm 2004


It didn't even work then actually orph I managed to get it working by going the the directory the file is in and taking a link however, I'll be testing the map today
[addsig]




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Re: Zeromancer
Posted by ReNo on Thu Jul 8th at 2:55pm 2004


Ok mate, all of these are crappy little niggles and suggestions - the map is cool as is and if you just finished up the layout without taking on any of the things below it would be a good level regardless. But anyway, here are some things you may wanna consider...



1. For detail, the handrail helps, but I feel its in the way of the flow of the level. With the LJ you could jump up to this ledge from the walkway if there was no handrail. Perhaps have a bit broken so there is a section you can jump up?



2. Maybe give this pipe some trims where it meets the wall?



3. Nice looking ladder, much better than the default texture based one.



4. How about some stuff above the ceiling line?



5. These spotlights are a bit feeble, makes you wonder why whoever built this place bothered putting them in



6. That texture transition just doesn't look right To be honest, I doubt that upper texture will look right just sat on top of anything, yet its use on the upper floors is nice, which causes a bit of a dilemma. Regardless, the bottom texture really sucks



7. How about making those lights hanging? You could then put stuff on them for people to gauss jump upto or whatever, like in stalkyard.



8. Some of the best use of the standard HL office textures I've seen, looks good.



9. Still to recieve work I trust? The whole office feels unfinished due to its lack of connectivity (though so does the industrial bit I guess!) so I'm sure this is one of your in progress exits.



10. Have you been playing Echo?



11. Doesn't feel *quite* right running over this and not falling in. I'd make the concrete thinner so the hole isn't as deep, then it won't be so obvious you're floating.



12. Save yourself some w_poly by making the sides of these lights null textured. Nobody is likely the notice that the light is just a single face, and it reduces at least 4 poly per light. There are a few other situations you could do the same around the level no doubt.

As you can see, no major suggestions. I like the map, it reminds me a lot of my old level Elixir, though yours is definately more polished. Good job with it, keep it up, I look foward to seeing what you do to link it all together better.
[addsig]




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Re: Zeromancer
Posted by Hugh on Thu Jul 8th at 10:46pm 2004


Well, I'm gonna respond to some of your points anyway.

1. Very good idea, I knew something had to be there but couldn't think of any way to still have it connected.

2. I'm thinking about removing that pipe to allow for some form of alternate route for midgets, but if I don't, pipe trim it is.

5. The lighting looks different (read: better) on mine, even after I changed it... egads. But eh, if you were referring to the center lights, it's because whoever added 'em was underbudget + had no creative eye + but knew something had to be there.

9. That's indeed unfinished, I basically just threw on the roof so I wouldn't have a leak and compiled.

10. Haha, you spotted me ripping off Echo, I mean, erm, influenced by it... (and Elixir, for that matter)

11. I was just following your tutorial that said 8 units looks good

Thanks for the critique, I appreciate it! (especially after running out of ideas on fixing 'er up.)






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