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. ![]()
Posted by Hugh on Thu Jun 24th at 1:05am 2004
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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. |
you lucky dog, i been an idiot for 30 years or more and i'm only up to captain ![]()
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Posted by ReNo on Thu Jun 24th at 10:19am 2004
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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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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]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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Posted by parakeet on Fri Jun 25th at 10:52pm 2004
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Posted by Hugh on Sat Jun 26th at 8:55pm 2004
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Posted by Hugh on Tue Jul 6th at 3:00am 2004
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Posted by beer hunter on Wed Jul 7th at 12:17am 2004
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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Posted by Hugh on Wed Jul 7th at 8:29am 2004
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Posted by $loth on Wed Jul 7th at 8:55am 2004
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Posted by Hugh on Wed Jul 7th at 9:40am 2004
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Posted by ReNo on Wed Jul 7th at 11:44am 2004
EDIT: File not available error at geocities

[addsig]
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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)Hugh
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Posted by Orpheus on Wed Jul 7th at 11:04pm 2004
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Posted by Hugh on Thu Jul 8th at 3:08am 2004
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Posted by ReNo on Thu Jul 8th at 1:14pm 2004
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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Posted by ReNo on Thu Jul 8th at 2:55pm 2004

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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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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