Feculence
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Re: Feculence
Posted by Tracer Bullet on Fri Oct 8th at 7:07am 2004


The map is too big for my pit... any chance of a host? *looks over at Orph*

Oh yes, in case no one recognizes it, that rock texture I'm using was made by Cassius.


Some images in this post have been automatically down-sized, click on them to view the full sized versions:






[addsig]




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Re: Feculence
Posted by Hugh on Fri Oct 8th at 8:41am 2004


Looks excellent and NS-ey. Maybe add some transparent grating to the floor in the first pic, but definitely awesome work sir.



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Re: Feculence
Posted by Leperous on Fri Oct 8th at 9:28am 2004


First 2 pics don't look terribly good- get new textures for a start :/ Though I like pics 4 and 5; might be worth trying to put more details (pipes, machinery, wires etc.?) in the latter.



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Re: Feculence
Posted by Gollum on Fri Oct 8th at 9:31am 2004


I like it. Good to see you continue one of your favourite themes - flowing fluids. Careful with the r_speeds though; unless you have some VISblocking planned, they are likely to go up rather than down before you finish the map. Some places may be just a bit too open. Also, the red and green are fine separately, but together they *can* look garish. The large square metal texture looks bad when misaligned or applied to walls that are too small for it. The thin rock arches (or are they metal? pic1) lack the convincing structural weight of your corridor detailing.



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Re: Feculence
Posted by scary_jeff on Fri Oct 8th at 10:17am 2004


I love the green goo waterfalls. Te rocks in shot 4 look great, and shot 4 looks good as well - I think you could increase the intensity of those red lights though. I know it's the same old advice, but if those white lights aren't light_spots already, add them, and if they are, make them a bit stronger.

I can host a map or 3 on my ISP space - but surely everyone here who has an ISP has at least ten megs of their own ISP space? You could get lucky, some give you up to around 200 megs I think.




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Re: Feculence
Posted by Pvt.Scythe on Fri Oct 8th at 10:37am 2004


Is it just me or does that map look a bit too dark(and brown). Those "goofalls" are looking good. ...and then a small and maybe stupid question: How do you start a thread like this(for your map I mean)?

[addsig]




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Re: Feculence
Posted by scary_jeff on Fri Oct 8th at 11:18am 2004


You have to add a map to your profile first, then you have the option of starting a thread about the map.



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Re: Feculence
Posted by BlisTer on Fri Oct 8th at 1:15pm 2004


pic 5 looks really good, nice overall atmosphere



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Re: Feculence
Posted by Cassius on Fri Oct 8th at 4:20pm 2004


? posted by Tracer Bullet

Oh yes, in case no one recognizes it, that rock texture I'm using was made by Cassius.

? posted by Leperous

First 2 pics don't look terribly good- get new textures for a start :/





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Re: Feculence
Posted by Tracer Bullet on Fri Oct 8th at 6:40pm 2004


Thanks for the comments all

I'll see waht I can do about implementing some of these and get back to you with more screens

In terms of R's it's not as bad as it seems. Keep in mind that some of those screens were taken from places where the player can't actualy access. Particularly the cliff shots. When you are running around there the r's average around 600.

And, no worries Cass. I don't think Lep was refering to your Uber rock texture. Its staying in any case





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Re: Feculence
Posted by G.Ballblue on Fri Oct 8th at 7:48pm 2004


That slime looks a little too bright...

Out of curiousity, how many ks/megs is your map worth?

[addsig]



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Re: Feculence
Posted by Pvt.Scythe on Sat Oct 9th at 10:05am 2004


? posted by scary_jeff
You have to add a map to your profile first, then you have the option of starting a thread about the map.

...and how does this option manifest itself? I haven't found a link or anything yet...

[addsig]




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Re: Feculence
Posted by Crono on Sat Oct 9th at 11:14am 2004


Under the MAP forum, click New Topic, the following screen will ask you for information as well as ask you to select a map that you have loaded into your profile through a dropdown. [addsig]



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Re: Feculence
Posted by Pvt.Scythe on Sat Oct 9th at 12:52pm 2004


*image of my stupidity*

Crono: Thank you. That sorted it out...

[addsig]




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Re: Feculence
Posted by Agent Smith on Sat Oct 9th at 1:10pm 2004


I'd agree with most comments about the first and second screen Tracer, but I've got to say I'm impressed with the third and forth screens. I had to look twice, just to make sure they weren't from a UT2004 map or something, because thats the feel I got from them.

I like most of the texturing and brush work, though its a bit dark even for me . The radioactive waste also seems a bit too bright for the map, but then again the HL engine seems to like making water textures glow in the dark. If your trying to fix that I found making the textures darker generally works, as I did in pegasus to make the water dark.

Generally top stuff though, obviously needs some more work in parts, but looking very good so far.





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Re: Feculence
Posted by Tracer Bullet on Fri Oct 15th at 5:29am 2004


*update*
I've altered the pillars to appear more solid, and retextured the floor. I've also increased the direct light scale to 3 so direct lighting should be half-again brighter.

I sunk the floor here some. It's also another example of the difference changing the dscale has made.

I've darkened the color of the slime some so it matches the lighting.

I've articulated the floor around the goo-pool and added transparency to the grating.


Predicatably, r_speeds have increased some in the main area, but they are still always under 1200, and rarely reach 1100. However I'm noticing a pretty significant FPS hit and I'm not sure why as I've seen much higher r's rendered on my system without this performance hit. Any ideas?

Is there lag associated with Func_rotating ents or env_shooters? [addsig]




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Re: Feculence
Posted by Crono on Fri Oct 15th at 5:41am 2004


Badass, man.

The only thing I think should change is the lighting color of the "goo". I think it'd look a little better if the light eminating was a brighter (higher value) of green and bit more brightness (light level). I think it might be worth a try. But those retextures and architecture changes are great. [addsig]




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Re: Feculence
Posted by Tracer Bullet on Fri Oct 15th at 5:49am 2004


Thanks.

I've already got the light on the slime set to almost true-green (0 255 25). I suppose I could go all the way but I'm not sure how much difference it would make.

[addsig]




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Re: Feculence
Posted by Crono on Fri Oct 15th at 7:17am 2004


Yeah, I don't know.
It just seems it would look more awesome if it were REALLY glowing bright, but having the 'slime' not actually being that bright.

I suppose, just keep tweaking it until you're satisfied

By the way, I thought of something else that might be a pretty cool effect: in shot 3 you have the slime pouring onto a platform that looks like a grate. If you can see under that area (I don't know if you can, obviously) it'd be pretty cool if you made some small 'slime' falls under the platform to make it look like the slime is dripping through. It's just a thought though.

But it's definitely looking better. [addsig]




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Re: Feculence
Posted by Cassius on Fri Oct 15th at 7:21am 2004


Me likey.




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