Crackerjacks concept art map..
Post Reply
Quote
Re: Crackerjacks concept art map..
Posted by Orpheus on Sun Sep 21st at 6:16pm 2003


The Obligatory warning message: This is NOT a review, it is to be considered opinion only, and as such totally dis-regarded if it is contrary to the authors intended results.. anything in this critique can be ignored with no ill will or hard feelings incurred..





this area, defines the map IMO.. the potential gameplay is hurt by the r's, but perhaps with HL2.. well anyways, this is HL1 so.. lets just continue..
i have no real complaints from this shot, but since it was my favorite location i just had to post it.. this shot makes me drool... i would seriously consider some visblocking architecture, and possibly releasing this map to the general public.. it is IMO worthy of release..



this light.. is simply amazing.. but IMO unfinished..
have you considered having the contents rotate? possibly all as one unit, or maybe have each layer rotate at varying speeds??
it would be worth some experimentation IMO




the texture in the center just needs to go.. its a great texture, but not for the use you have incorporated it to..

i would find a more suitable ceiling texture for that big rounded thing.. i cannot suggest what, except in a previous pic you posted, there was an orange type in one shot... that would better suit IMO




in this shot, if you turn just a bit to the left, the r's drop to around 600.. you might look into why they zoomed so high for just a mid-level detailed hall.. BTW.. i love this hall.. it was my second favorite area..



this small ledge needs some headroom.. but it adds a certain feel to the map.. i hope it makes it to the final version.. very nice



there is 10 times more detail than in that hall and yet the r's are much lower.. i feel the chief issue is all, or most of your traveling is done on one plain.. i am betting the engine can see virtually the entire map from that hall..
andways, my only real issue with this area was the illusionary handrails and the lack of any easy way back up from below..


this map has so much potential, i cannot easily grasp it all in only one critique..

i hope you send me future links.. cause i would be highly interested in seeing this maps progress..

thanx, and i hope i was some help..

be good
jon

close window

[addsig]




Quote
Re: Crackerjacks concept art map..
Posted by KoRnFlakes on Sun Sep 21st at 6:28pm 2003


looking bloody good tbh, Perhaps I wont discard that texture set after all, Glad to see someone using them

/me digs it up.

[addsig]




Quote
Re: Crackerjacks concept art map..
Posted by GrimlocK on Sun Sep 21st at 6:46pm 2003


Those are all your textures KoRn?   If so good job, I really like how the orange works with the grey.



Quote
Re: Crackerjacks concept art map..
Posted by KoRnFlakes on Sun Sep 21st at 6:48pm 2003


some of them m8, not all. [addsig]



Quote
Re: Crackerjacks concept art map..
Posted by Orpheus on Sun Sep 21st at 6:50pm 2003


? posted by GrimlocK
Those are all your textures KoRn?   If so good job, I really like how the orange works with the grey.

most of those textures came from shaderlabs site if i recall...

look at KFS's last comp map.. you will note them there as well..

[addsig]




Quote
Re: Crackerjacks concept art map..
Posted by GrimlocK on Sun Sep 21st at 6:57pm 2003


One minor note, the dimond plating texture in the following pic seems to be scaled pretty high, compare it to the other location where you used the same dimond plating (in the 2nd pic).

 

 





Quote
Re: Crackerjacks concept art map..
Posted by Orpheus on Sun Sep 21st at 7:00pm 2003


you guys might request permission to acquire this bsp..

i have the working link, but not the permission to distribute it..

ask Cracker for it, and i will post the link..

[addsig]




Quote
Re: Crackerjacks concept art map..
Posted by Crackerjack on Sun Sep 21st at 10:35pm 2003


Hmm not yet.. wait till i get a finished beta

And then i will release test session and then dust it off but that could be a week WAIT WE DONT HAVE A WEEK

But if its for critquing purposes then PM me and I will give you the link

Grim: Thanks for notifing me I will be sure to take a look

 

/me opens hammer and works furiously

[addsig]



Quote
Re: Crackerjacks concept art map..
Posted by Orpheus on Sun Sep 21st at 10:39pm 2003


speak up fella's.. this map is more than my petty skills can handle.. i need other eyes.. [addsig]



Quote
Re: Crackerjacks concept art map..
Posted by Wild Card on Sun Sep 21st at 11:06pm 2003


Hey Orph can you post some gl_wireframe 1 of the first 2 pics?  Perhaps with that there is something we might be able to thing of



Quote
Re: Crackerjacks concept art map..
Posted by KoRnFlakes on Mon Sep 22nd at 7:23am 2003


il post some stuff later today. [addsig]



Quote
Re: Crackerjacks concept art map..
Posted by ReNo on Mon Sep 22nd at 10:25am 2003


CJ, you have really done some nice stuff here, I look forward to having a closer look. Korn, your textures look excellent alongside the majestic texture set. [addsig]



Quote
Re: Crackerjacks concept art map..
Posted by Crackerjack on Mon Sep 22nd at 11:40am 2003


Wild Card: at the moment the map is still early in devolepment so i have to go through with gl_wireframe to see where brushes are cutting into other brushes. And i will post those pics later. Thanks everyone and please pm for the link i still need more eyes in the map for critique 

[addsig]



Quote
Re: Crackerjacks concept art map..
Posted by Schmung on Mon Sep 22nd at 2:13pm 2003


Thats absolutely drool worthy. Lovely stuff.



Quote
Re: Crackerjacks concept art map..
Posted by KoRnFlakes on Tue Sep 23rd at 9:53am 2003


The env_glow's are pure white, the texture is yellow. add some yellow to it m8.

you can walk through these bars, which is really dodgy & you shouldnt be able to jump over them either imo m8 because this is what happens:

you can see all the null brushes & everything goes pear shaped.

The railing end has & piece of rail on it, move the texture horizontally a bit.

this texture was designed for half the width horizontally. its really stretched.

I think orph already mentioned this but those sprites need to spin & an opposite way each set.

all in all m8, A great little map but the thing I was really dissapointed about was the lack of ambience, It would be 3 times better with some sounds in m8, I suggest you put some work into that.

p.s sorry if this is rushed. I have 2 mins until I timeout.

[addsig]




Quote
Re: Crackerjacks concept art map..
Posted by Crackerjack on Tue Sep 23rd at 10:48am 2003


LOl im not sure if Orph metnioned this but I should have this map is still very early in devolopment. The reason null textures are bisible is for my purposes what i cleaned up the leaks quickly so i could test compile. The railing dont have clip brushes in the them cause i dont think the need them this early in devolopment. They most deff will be there in the last compile. And yes the idea for the those blue textures to spin has already been implemented i did this yesterday. Thanks for the railing note, and the sprite note i will get on those. But for now thats going to be all the critiques its really to early for these. Thanks alot everyone. There will be more pics to come in the next days.. Hopefully [addsig]



Quote
Re: Crackerjacks concept art map..
Posted by Crackerjack on Fri Sep 26th at 10:21pm 2003


Okay update on the map:

- Layout complete

- R_speeds still need to be fixed. They were lowered a bit.

- Details almost complete and a scheduled team play test for Sunday. Im looking for at least 10 people to play and 1 to host the game. And i am running on steam. Please PM for more info

- I would like to thank everyone for the critism and help on the map with out you guys this wouldnt be where it is today. Im still looking for more critiques thanks

 

[addsig]




Quote
Re: Crackerjacks concept art map..
Posted by KoRnFlakes on Fri Sep 26th at 10:30pm 2003


<KoRnFlakes^> jongley?
<KoRnFlakes^> watcha doin sunday night?
<jongley> yus
<jongley> nothing
<KoRnFlakes^> mind hosting a hldm server & testing a friends competition map?
<jongley> y
<jongley> ok

What time were you looking for cj?

[addsig]




Quote
Re: Crackerjacks concept art map..
Posted by Crackerjack on Sat Sep 27th at 3:19am 2003


Hmm anytime will work out cause im free all day

 

[addsig]




Quote
Re: Crackerjacks concept art map..
Posted by KoRnFlakes on Sat Sep 27th at 9:02am 2003


mk well, Il see him sunday morning anyway m8. so I'l talk to him then. [addsig]




Post Reply