Atrium
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Re: Atrium
Posted by Forceflow on Fri Jul 23rd at 12:54pm 2004


So, it's finished ... I had to build it in a rush, because I'm leaving on holiday this evening. (I'm back the 1st of august).

Anyway, take a look at the screenshots, and tell me what you think.

See you all soon.


[addsig]




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Re: Atrium
Posted by Tracer Bullet on Fri Jul 23rd at 2:59pm 2004


I've got to say Force, I'm not very impressed.

-Flat lighting

-Unimaginative architecture

-Boring textures

Sorry to be so harsh, but that is what I see.





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Re: Atrium
Posted by Forceflow on Fri Jul 23rd at 5:29pm 2004


Ok, can live with that. I've built this thing in a week. Maybe I'll edit it when I'm back, but I just wanted something for the compo.
[addsig]




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Re: Atrium
Posted by Ferret on Fri Jul 23rd at 6:43pm 2004


I believe that lep is gonna extend the contest a couple of days.

So I'd suggest planning more cause its pretty drab atm.





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Re: Atrium
Posted by beer hunter on Sun Jul 25th at 9:16am 2004


Hmmm, its prolly a bit late to suggest stuff but never mind, here goes... The lighting direction looks as tho' its set at 0/90/180 or 270 degrees, changing it to 70 or some other value so that its not at a right angle should make it look better.



1 - rope ladder (?) is ok but it would be more interesting to have a climeable trellis or vines up that wall, the cs_havana.wad has got trellis and vine tex's.

2 - needs something on those walls - window, alcove etc.

3 - roofs are typically supported with timber beams, i would use a different tex for the roof underside, tfc2.wad's m_ceiling usually works ok for this.

4 - the wall looks as tho' its got an angled brush at the base (?) but it'll maybe still look too flat. A different tex at the lower level will help or make the ground slope up the wall a bit - something like the blue lines although maybe not so high.




1 - big stretch of boring wall here and prolly in other parts of the map - add some trellis, vines, brick buttress etc. to make it look better.

It always looks unrealistic when theres only a wall around the map edges, put in a few tree models behind the wall or use some func_walls textured with bushes/trees on top of the wall.

2 - that wall looks a bit thin ?

3 - needs some trim around the door edges and some doors if the r's can take it. Maybe arched doorways would fit in ?

4 - ummm, this roof on the bit that juts out may look better if it's lowered to where the white lines are so that the roofs are at different levels and it looks a bit more random.

5 - the line between the two different ground tex's sticks out, could do with something less obvious.

Hard to say if the textures are ok although the perimeter wall does seem a bit plain, maybe worth trying tfc2.wad's i_wall_base for that wall and see if it makes a difference.

And thats it




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Re: Atrium
Posted by Crackerjack on Sun Jul 25th at 2:05pm 2004


Wow, im glad we still have people at snarkpit who are willing to be so kind to review and give tips like this.. nice one beer hunter. Forceflow deff take these tips.. it could only help. [addsig]



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Re: Atrium
Posted by Forceflow on Sun Aug 1st at 7:45pm 2004


I have some other work to do, so I don't think I can make those changes before the mapping contest deadline.

I do appreciate all the remarks and I will finish this map when the time is there.

environment_light angle is set to -30 ... wrong ?
[addsig]




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Re: Atrium
Posted by beer hunter on Sun Aug 1st at 11:21pm 2004


Errr, that -30 is maybe the pitch ? its the light direction/angle that seems a bit off as the shadows look as tho' they're lined up at a 90 degree angle with the walls although its hard to tell from the screenys



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Re: Atrium
Posted by Forceflow on Mon Aug 2nd at 12:37am 2004


yes ... silly me ... I mixed up pitch and angle ... I might think of correcting it, but only if I get my other work done. Thx a lot.
[addsig]




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Re: Atrium
Posted by Biological Component on Wed Aug 11th at 12:42am 2004




I noticed at least 2 spawnpoints where you are facing a wall. Not a pleasant experience.


I dont know what these cracks are supposed to be... prolly not a big deal, just looks funny.

Oh yeah, and the silence is nigh unbearable. Add some sounds. [addsig]




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Re: Atrium
Posted by Forceflow on Wed Aug 11th at 9:39am 2004


Well, the cracks are my try at a triangular terrain, but I guess I screwed things up.
[addsig]




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Re: Atrium
Posted by $loth on Wed Aug 11th at 10:06am 2004


? posted by Forceflow
Well, the cracks are my try at a triangular terrain, but I guess I screwed things up.

Line them up and they should look nice

[addsig]




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Re: Atrium
Posted by Crono on Wed Aug 11th at 10:09am 2004


sloth, he most likely did but csg spazed out and tried to correct the angle. It happens a lot ... almost every time I've ever tried triangle terrain anyway. [addsig]



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Re: Atrium
Posted by $loth on Wed Aug 11th at 10:34am 2004


Thats never happened to me, like that, the only prob i've had is where the side doesn't show at all and shows the 'sky' [addsig]



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Re: Atrium
Posted by ReNo on Wed Aug 11th at 12:33pm 2004


Have you read my triangle terrain tutorials? If you build your triangles like I suggest in that, and keep everything on the grid (4 or 8 units preferrably, larger if you are working on large terrain), then CSG should never have to move any vertices. [addsig]



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Re: Atrium
Posted by Forceflow on Wed Aug 11th at 5:41pm 2004


? quote:
Have you read my triangle terrain tutorials? If you build your triangles like I suggest in that, and keep everything on the grid (4 or 8 units preferrably, larger if you are working on large terrain), then CSG should never have to move any vertices.


Yeah, I did that .. I built 1 terrain, which went perfectly, then I wanted to re-use that terrain for other parts of the map, but I highered/lowered/rotated it a bit, which probably got it off the grid ... I've got 1/2 spots like on the screenshots, but that's about it ... It doesn't really affect gameplay ... I agree, it doesn't look good, but I don't see any player (in the heat of the fight) look down and examine how those brushes got seperated 2 or 3 units by some crappy fault from the author.
[addsig]




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Re: Atrium
Posted by ReNo on Wed Aug 11th at 6:00pm 2004


I'll bet you'd see lots of mappers doing it though [addsig]



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Re: Atrium
Posted by Forceflow on Wed Aug 11th at 8:29pm 2004


? quote:
I'll bet you'd see lots of mappers doing it though


yeah
[addsig]




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Re: Atrium
Posted by Perin on Wed Feb 11th at 10:22pm 2004


Sounds interesting, Forceflow. Good luck with it =)



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Re: Atrium
Posted by Nukem on Thu Feb 12th at 1:40am 2004


Looks very promising indeed. I like the darkness very much.




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