DmCore
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Re: DmCore
Posted by ReNo on Sat Oct 30th at 5:40pm 2004


Some of these points may already have been covered and things, but I didn't pay attention to other posts when I wrote these down.



These light fixtures are much too bright for the light level of the area, looks odd. I suggest losing all (or at least most) of these trim lights in favour of a trim texture around the whole level. That might be overkill though, judge for yourself I guess.



Watch your texture alignment - nothing major but every little helps



Would be nice to put some blue output light from the screens - just put a single blue light_spot, angled about -70 toward the floor, and play around with its settings to make it look like its from the TV screens.



If you could be bothered, these are calling out for use of an overlay glow texture due to being so large.



HELLOOOOO texture alignment!



Considering the number of red lights, this area is distinctively un-red.



This stretched light texture on the side looks pretty awkward to me.



I like it



Another place that the blue lighting could look cool.



Very cool area, nice design.



Not keen on this rock texture, but its possibly just been scaled too high.



Lose the rock texture on the ground in favour of some sand or something - variation is good. Plants look pretty awful sticking out of rock too.



Might wanna stick some subtle glow sprites around these light fixtures as "halos", but don't make them too obvious (or cassius will eat you for breakfast ).



I recommend you change this texture so that it looks unlit by default, and goes lit on pressing. Also, you should stop it from moving into the wall (there is a don't move flag in its properties).



I think these inset pipes could look better with a coloured light above them. The light fixture being hidden by them but the light seeping past them should look nice.



There is some dodgy clipping issue around this piece of architecture, I got snagged a lot when quite a distance from any brushwork.

All in all its a nice map with an interesting layout and some good visuals. A little bit repetitive perhaps (most corridors are very similar, and the texture set is nice but unvaried) but still cool. Good job, whether you take many of these comments on board or not
[addsig]




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Re: DmCore
Posted by ReNo on Sat Oct 30th at 5:41pm 2004


Oops, double post.
[addsig]




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Re: DmCore
Posted by MisterBister on Sun Oct 31st at 8:57am 2004


? quote:

Watch your texture alignment - nothing major but every little helps

*Fixed*

? quote:
Would be nice to put some blue output light from the screens - just put a single blue light_spot, angled about -70 toward the floor, and play around with its settings to make it look like its from the TV screens.

I have concidered using lights from the screens and tested it but i dont think it looks good at all..

? quote:

Not keen on this rock texture, but its possibly just been scaled too high.

Me neither, if someone have a better rocktexture to use i would be happy if you gave it to me =).

? quote:

Lose the rock texture on the ground in favour of some sand or something - variation is good. Plants look pretty awful sticking out of rock too.

I wanted it to look like this "facility" ,or whatever it is, has been blown in the rocks with dynamite, thats why i didnt use a sand texture.
Besides, wtf is wrong with plants on rock? There are rockliving plants you know ^_^.

? quote:

Might wanna stick some subtle glow sprites around these light fixtures as "halos", but don't make them too obvious (or cassius will eat you for breakfast ).

*Fixed* (and it looks great too =))

? quote:

I recommend you change this texture so that it looks unlit by default, and goes lit on pressing. Also, you should stop it from moving into the wall (there is a don't move flag in its properties).

I wanted it to be lit all the time so noone would miss it since it is a pretty dark area.
I have carved the wall so that the button slides in a little hole into the wall.
If i would let the button stay it would look truly ridicoulus (spelling?) since the elevator would go straight through the button, like a ghost elevator or something.

? quote:

I think these inset pipes could look better with a coloured light above them. The light fixture being hidden by them but the light seeping past them should look nice.

Thanks for mentioning it. though i didnt do it as you wanted =). I put small red lights at the sides of the pipes instead. And it looks great.

? quote:

There is some dodgy clipping issue around this piece of architecture, I got snagged a lot when quite a distance from any brushwork.

*fixed* thanks to ZHLT beta 3, and your help .


Thanks alot for highlighting some issues and commenting the map. I truly appreciate it.

And by the way.
I have now fixed the r_speeds issue with my "clean" solution, it took about 5 minutes and it didnt affect the gameplay at all as I said ^_^.
The r_speedspeak is currently around 1200 instead of 1600.
I will present it later on when im able to take some screenies.
Thanks anyway Tracer Bullet for coming up with a solution, youre a really helpful guy and you deserve credits for that .




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Re: DmCore
Posted by Tracer Bullet on Mon Nov 1st at 3:55am 2004


? quoting MisterBister


Beautiful. I'll definitely add this to my DM collection when you are finished. Everything is looking really good.

[addsig]




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Re: DmCore
Posted by MisterBister on Mon Nov 1st at 10:37am 2004


Hi again... The map is closing in to completion and currently im adding small details here and there.


Here are the red lights i was talking about, looks pretty good eh?


I have made the red lights in this room making more red light.
The reason why it looked very strange before, as reno mentioned, was because i had accidentaly created an entity light there with default settings ^_^.


Here are a pic on the blue light from the computer screens. Im not relly sure wether i will keep it like that in the final version. Im not relly sure if the blue fitts in the rest of the theme. Please tell me your opinion =P.


If you take a close look i you can see that i have created sprites which creates halos round all the lights. I think it looks pretty good, thanks to ReNo =P.


Ah and here is the major difference (which isnt actually that major ).
I made the Highlighted corridor about 100 units longer to block the players line of sight and therefore decrease the r_speeds in the problematic area down to about 1200.
I didnt want to change the map too much since i was very happy about the current layout and the "window" where you could kill your enemies before even entering the room.
Changing the map after Tracer bullets suggestion would create a too long boring corridor and I didnt want it like that..
But thanks again Tracer for mentioning it. I actually hadnt noticed it before you told me.





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Re: DmCore
Posted by ReNo on Mon Nov 1st at 3:08pm 2004


The red lights look ok but I think they are a bit weak - there is barely any red light being emitted. Might wanna shove some glows on those as well

I say the blue tint on the floor from the screens is good - its too subtle to clash with any colour schemes you have going but adds a small bit of a realism. I'm for keeping it, but your call.
[addsig]




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Re: DmCore
Posted by G.Ballblue on Mon Nov 1st at 8:58pm 2004


Nice changes but don't ruin the utreactorecore thingy where the level is overly white lighted. I kinda liked seeing some of the areas with just the straight white light -- gave things a sense of "technology".

:0 and you actually blocked the line of sight thing? That's guts. When I build something, it STAYs like that -- like it or lump it. Very nice job

[addsig]



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Re: DmCore
Posted by Orpheus on Mon Nov 1st at 9:13pm 2004


blue, we all give advice, the really smart people sift through it all and take the best parts.. the stupid ones blow off the advice as irrelevant.

i foresee you as having very little future around here when you begin mapping for HL2.. no one blows off my advice, cause they will not get a second chance to do it. i would be willing to bet, i am not alone in thinking this either.

*looks around the pit*

yeah, your future is bleak.

[addsig]




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Re: DmCore
Posted by Tracer Bullet on Mon Nov 1st at 11:45pm 2004


*Scratches Balls name on my "don't bother to comment" list* [addsig]



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Re: DmCore
Posted by G.Ballblue on Tue Nov 2nd at 12:38am 2004


? quoting Orpheus

blue, we all give advice, the really smart people sift through it all and take the best parts.. the stupid ones blow off the advice as irrelevant.

i foresee you as having very little future around here when you begin mapping for HL2.. no one blows off my advice, cause they will not get a second chance to do it. i would be willing to bet, i am not alone in thinking this either.

*looks around the pit*

yeah, your future is bleak.

I'm quite offended.

[addsig]




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Re: DmCore
Posted by Orpheus on Tue Nov 2nd at 12:51am 2004


? quoting G.Ballblue

I'm quite offended.

really? you have got to be kidding me.

you blatantly express your scorn for your peers input and you have the nerve to say that you are offended?

in fact peer is pushing the definition to its extreme limits when you are included with the other mappers that hang out around here.. you dug a massive hole for yourself while i was away on my hiatus and since i returned you have done little to fill the hole.. even with major members like reno to defend you

no one expects every bit of advice to be taken, its all offered without any strings attached, BUT if i ever hear someone blatantly express scorn for this gift, well i will not waste time on them again.. you are not alone in this so don't assume you are being picked on.. this is nothing new, we have a couple other members here whom scoff at our collective knowledge.

be that as it may, you dug your hole, currently you are by yourself in it.. you can only hope that the big hearted members like reno will help you fill its depths.. cause i will have to see some serious reform before i ever do a critique for you.

offended? what a joke.. when i read your words

? quote:
you actually blocked the line of sight thing? That's guts.
i was pissed off for tracer, cause it was his suggestion and you slapped him silly.. if anyone has earned the right to be offended ,, its tracer..

[addsig]




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Re: DmCore
Posted by Gwil on Tue Nov 2nd at 1:05am 2004


Let's not get too angry or het up, especially on someone elses topic - the point stands, but we dont like ruining other peoples topics, eh Orph?

G.Ballblue, I don't agree with everything that's been said about you, but sometimes there *are* occasions when it's best to just keep quiet, especially with your track record on spouting absolute rubbish about the Half-Life tech.

Without wanting to impose a "gag" on you, but I do think it is best if you go and learn the engine properly before making comments on it, as you have made some absolutely horrendous bloopers both here, and in the past.

? quote:

:0 and you actually blocked the line of sight thing? That's guts. When I build something, it STAYs like that -- like it or lump it.


Well, that's fine - but very narrow minded - the whole purpose of this forum is to get technical and design feedback, and, to a large extent--work, and respond the feedback, and incorporate it into your map.

If you aren't willing to enter this mindset of cooperation, and learning through sharing ideas and experiences, it's best not to comment at all.


[addsig]




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Re: DmCore
Posted by Orpheus on Tue Nov 2nd at 1:19am 2004


? quoting Gwil
but we dont like ruining other peoples topics, eh Orph?

*blushes*

*says in a small voice*

"no.."

but at least i have an interest in the topic, most who ruin them couldn't care less.

/me shuts up about blue.. in this thread.

[addsig]




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Re: DmCore
Posted by Tracer Bullet on Tue Nov 2nd at 9:28am 2004


No offense taken, although, in my last comment, to give such was my intent.

Thanks for the defense Orph.

Anyway....

Back to aplauding for MBlister's map

[addsig]




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Re: DmCore
Posted by Pvt.Scythe on Tue Nov 2nd at 10:13am 2004


It's funny how that little extra L ends up in his name all the time... Oh well. Such are the ways of the world. One is BlisTer other MisterBister, but everyone sees him/her/it as MisterBlister.

I must say that I will definedly put this map on my watchlist. And this thread has been very educational in forms of SnarkPit customs and ways...

/me goes back to playing with The GIMP

[addsig]




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Re: DmCore
Posted by MisterBister on Tue Nov 2nd at 11:55am 2004


? quote:

It's funny how that little extra L ends up in his name all the time... Oh well. Such are the ways of the world. One is BlisTer other MisterBister, but everyone sees him/her/it as MisterBlister.



Yeah I have noticed that too but its OK to call me Blister or MisterBlister if you like ^_^.

I have done some minor changes on the map since the last post. Mainly small gameplay changes such as removing batteries, ammo and such but also small lightning changes.
It feels like the map is running very near completion since i have run out of ideas.
All the big problems have been fixed such as the r_speeds problem and the clipproblem.
I will probably maybe make only one or two more compilations before im releasing the map (again).
If you have any ideas about making the map better you should better speak up now before its too late.

Download link:
http://home.no/misterbister/maps/DmCore.zip




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Re: DmCore
Posted by BlisTer on Tue Nov 2nd at 12:30pm 2004


? quoting MisterBister

? quote:

It's funny how that little extra L ends up in his name all the time... Oh well. Such are the ways of the world. One is BlisTer other MisterBister, but everyone sees him/her/it as MisterBlister.



Yeah I have noticed that too but its OK to call me Blister or MisterBlister if you like ^_^.

as long as noone goes calling me bister or misterbister, yuk !

anyway, nice improvements overall. what could still be improved imo are the wall-doorpassage transitions. the wall texture is now suddenly stopped. maybe add additional brushes to make a doorpost. maybe have it so that it stands out from the wall a bit. Oh and you really hit something with that bright light coming out of that ceiling hole. i wouldnt be surprised if it made its appearance in other maps





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Re: DmCore
Posted by Tracer Bullet on Tue Nov 2nd at 7:06pm 2004


? quoting Pvt.Scythe

It's funny how that little extra L ends up in his name all the time... Oh well. Such are the ways of the world. One is BlisTer other MisterBister, but everyone sees him/her/it as MisterBlister.

Oh... I hadn't noticed. My bad.

I'll have another look around later today and see if there is anythign else I can suggest.

[addsig]




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Re: DmCore
Posted by MisterBister on Fri Nov 5th at 10:34am 2004


Ping? Pong!

Here I am again with another update on the map.
The changes is getting less and smaller everytime.
Today i can present a few bugfixes which prevents the players som getting stuck when jumping into unusual places, a few minor texturealignment fixes, a little new lighting, and a redesign of "the button".

I have had a few complaints about the button by the elevator so i thought it was time to do something about it and heres the result.


I have tried to do something real special with this room by adding a light_spot to make the effect of the red lights a bit more interesting. I could have made white light instead of red but i think it would look more cool with a pool of red light that breaks the clean and pure white light..
Jesus im starting to sound like my deisgnteacher ^_^.


Download the map here:
http://www.home.no/misterbister/maps/DmCore.zip




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Re: DmCore
Posted by Spartan on Fri Nov 5th at 11:03am 2004


I really like the design you gave the button.




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