Re: dm_down_there
Posted by Belgarion on Wed Aug 30th at 9:17pm 2006
very nice atmosphere. i love it. nice use of textures and lighting, and lots of verticle gameplay. looks good.

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Re: dm_down_there
Posted by [FF]FNDR.Jake_Brake on Thu Aug 31st at 3:36am 2006
This looks very nice with very unique txtures and coloration! I can't wait to play it! If you could increase it's size a tad, I think I could host it on my 14 player server. Keep up the good work!
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Re: dm_down_there
Posted by Crono on Thu Aug 31st at 6:48am 2006
I want to start off by saying ... this looks nothing like Quake ... not one bit.
The only thing I see that is visually un-appealing is the contrast between the wood and stone. The stone, specifically, looks great and I don't think it should change. But the wood should. Use some nasty ass mucked up plank of wood texture. There's actually one in HL2 that I think could work, You might want to check it out. (The "wood/woodfloor" series)
I would also suggest, based on the first screenshot, to make that lid destructible or something like that (maybe even a physics object). Opening and closing lids, like doors will slow down gameplay in a dm map, generally.
As for what you have planned:
1) I don't think it should be touched. It looks good.
2) Go for it ... ?
3) If you think that will make performance better, then by all means. But if it doesn't really matter, it will probably be fine the way it is (unless you have some other plans for it)
4) Not sure what you mean. Like glows?
In the lighting department, it looks good for a map, but as "immersive" it would make more sense for it to be darker. But, that would not work well for playability.
The layout looks like it's good and is connected well. You should throw some bots in there (if you can) and see where they frequent, get slaughtered, so on and so forth.

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Re: dm_down_there
Posted by reaper47 on Fri Sep 1st at 12:42pm 2006
LeJean, this looks wonderful.
I would leave the bumpmaps like they are, too. Also I agree with Crono that the wood textures should look older and more rotten. The trasition between the wall and floor textures looks a bit too abrupt, generally. The walls are almost black while the floors have this brownish, earthy tone. Maybe a stone floor with some structure would look good.
I's a delight to see all the effort you put into custom content pay off in this map. I think I'll like it a lot.

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Re: dm_down_there
Posted by Gwil on Sun Sep 3rd at 11:53pm 2006
I'm not sure if I like the volumetric light, it only seems to work well
in the 3rd shot. My main gripe is that feels it out of place - this
place is lit by torches and is not overly dingy, and it's nighttime
outside.
Just seems a bit weird.
Trims between the wall and floor would look out of place. Perhaps you
should change some floors to dirt instead of wood, or, have the wood
planks overlap the edges in places. Perhaps to make a smooth transition
between wood floor and stone wall you need small piles of dirt to break
it up somewhat.

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