ZGZ
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Re: ZGZ
Posted by beer hunter on Thu Jul 15th at 1:46pm 2004


Its been a while since i did a sci-fi level so i thought i would do one for the SP compo, spiffy spaceship models are by Fishy.

Low level

High level

Leet spaceship

Crate in a corridor, zzzzzzz...

All the internal rooms are empty and i was after some suggestions for stuff to put in them and maybe something that would fit inside that big dome ?

tia

/edit - just noticed those outside screeny's are bright, they're darker ingame




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Re: ZGZ
Posted by fraggard on Thu Jul 15th at 2:06pm 2004


It's looking quite good BH. A few things I can think of

-Change the sky, it looks ugly :/
-In the low level shot, the undersides of most of the structures dont have very good definition... They look somewhat bland. Maybe use better textures, add borders around or something
-The landing strip really ends very abruptly. ROund off the edges, or add a ramp or build a wall around it.
- <3 those lights
-Textures on the model look very bland
-In the spaceship pic, the ground texture looks overstretched, and the texture on the wall behind the ship is misaligned (I think)
-The corridor with a crate room is brilliant. Just do something about the shaderlab roof texture, it looks out of place.





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Re: ZGZ
Posted by 7dk2h4md720ih on Thu Jul 15th at 2:12pm 2004


Very nice. I don't like those huge strip lights in the last screenshot though. Some of the outside textures seem highly stretched, but there isn't really much you can do about that.




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Re: ZGZ
Posted by Cassius on Thu Jul 15th at 3:00pm 2004


It's cool and all, but aren't one or two of those NS textures? [I apologize for any sabotaging of the thread from my saying this, it really looks like a good map ] [addsig]



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Re: ZGZ
Posted by beer hunter on Thu Jul 15th at 6:01pm 2004


Thx Frag

"-Change the sky, it looks ugly :/" - yup, ForceFlow mentioned this as well so i'll find something better

"-In the low level shot, the undersides of most of the structures dont have very good definition..." - yeah, there's a lot of stretched textures to get wpoly down but i'm hoping to get round this.

"-The landing strip really ends very abruptly. ROund off the edges, or add a ramp or build a wall around it." - good idea, will go for rounded bits as they won't affect polys too much in those areas.

"-Textures on the model look very bland" - prolly because most of that model has shiny surfaces, its very spiffy imo

"-In the spaceship pic, the ground texture looks overstretched, and the texture on the wall behind the ship is misaligned" - yup, its another stretched tex for the landing platform, i'll have to improve it and the weird wall.

"-The corridor with a crate room is brilliant. Just do something about the shaderlab roof texture, it looks out of place." - agreed, i'll rip it out and use something that matches.


? quote:
Very nice. I don't like those huge strip lights in the last screenshot though.


bleh, the strip lights are staying in


? quote:
It's cool and all, but aren't one or two of those NS textures? I apologize for any sabotaging of the thread from my saying this


Sabotage away just checked and they're mostly NS/HL and a couple from CS/VS.




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Re: ZGZ
Posted by ReNo on Thu Jul 15th at 8:09pm 2004


NS doesn't look kindly upon using their textures in non-NS maps
[addsig]




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Re: ZGZ
Posted by beer hunter on Thu Jul 15th at 9:32pm 2004


Really ?

/edit - ahhh yeah, so you do, thanks for pointing that out its at an early stage so its no problem to change them.




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Re: ZGZ
Posted by Forceflow on Thu Jul 15th at 1:47pm 2004


Hmm ... I like the architecture, but that's one ugly skybox.



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Re: ZGZ
Posted by beer hunter on Thu Jul 15th at 1:50pm 2004


Heh, i may have to change it smiley



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Re: ZGZ
Posted by Forceflow on Thu Jul 15th at 4:33pm 2004


I don't know ... if you darken it a bit, it would be good, I suppose, but now it looks so bright ... <br> <br>And congratz, you just sent in snarkpit's 300'st HLDM map ! joy !



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Re: ZGZ
Posted by beer hunter on Thu Jul 15th at 5:11pm 2004


Lol @ 300th map, i'll have to use that in the title smiley



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Re: ZGZ
Posted by Forceflow on Thu Jul 15th at 5:17pm 2004


Yeh, do it ! Something to be proud of !



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Re: ZGZ
Posted by 7dk2h4md720ih on Sun Aug 1st at 12:14am 2004


If I were you, I'd make those sprites far smaller. Aim for subtlety.



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Re: ZGZ
Posted by beer hunter on Sun Aug 1st at 10:10am 2004


Ok, consider it done smiley



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Re: ZGZ
Posted by ReNo on Tue Aug 3rd at 3:40am 2004


I dunno about making them smaller - the lights with obvious sprites are few and far between so i think its acceptable to have them quite prominent. I think a better solution would be to drop the render amount quite significantly. Worth trying both and seeing which looks better at any rate.



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Re: ZGZ
Posted by beer hunter on Tue Aug 3rd at 9:27pm 2004


Thx, good idea smiley they'll prolly end up as a compromise as the outside bits are making it difficult to get them scaled properly so they look ok at close and long ranges.



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Re: ZGZ
Posted by 7dk2h4md720ih on Wed Aug 4th at 2:28pm 2004


The last screenshot looks really good, but maybe you should tone down the blue strip lights a little so there are more shadows.



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Re: ZGZ
Posted by G.Ballblue on Sat Aug 14th at 7:44pm 2004


Quality of last screen is grate... I really pain for you the time of those compilies -- Argh!! Skybox!



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Re: ZGZ
Posted by beer hunter on Tue Aug 24th at 8:30pm 2004


Yeah, it was a long compile but i got help and reduced it to 7 hours smiley



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Re: ZGZ
Posted by tnkqwe on Sat Mar 31st at 4:27pm 2007


ZGZ means zero gravity zebra.But there is zero gravity and there is no zebra smiley




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