Shafted
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Re: Shafted
Posted by larchy on Fri Jun 5th at 6:39am 2009


smiley



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Re: Shafted
Posted by Victor-933 on Mon Aug 24th at 2:49am 2009


UPDATE TIME!!! smiley I've been working on Shafted a lot, changing themes several times (it's still a mine, but the overall setting has been taking small twists and turns everywhere, going from a shaft mine in Southwestern Wyoming being invaded by Hell smiley to an abandoned, half-finished coal mine somewhere in southern Russia, its current setting. wpolies only get above 2,000 when you look in certain angles topside. I tried to optimize it to the best of my abilities, but sometimes you can't get it perfect. (I doubt I could get anything perfect anyway smiley )

Anyway, enough of my crap. You want to see stuff, don't you?


This'll have to do for now, my computer's running a full compile at the time of this writing.



I'm allergic to tequila, it makes me break out in felonies.



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Re: Shafted
Posted by Le Chief on Mon Aug 24th at 6:45am 2009


Looks nice but the main problem I have with that space is it feels real confined. The 2D tree line you have there really isn't convincing me, maybe because the trees are all one height and I can't see any non-playable spaces, that is spaces the player can see but not get too and these non playable spaces make me feel like there is more out there. I guess that's an important thing for me, with both interior and exterior spaces I want to see signs that there is a larger world out there and seeing spaces we can see but can't get to is the biggest tease for showing this.

Also, the ground appears to be flat, and coming from a Source engine mind set (and perhaps because this is a birds eye view screenshot) it kind of ruins the space. You mentioned that your wpolies where 2000 which is fairly high for GoldSource so it's probably going to be difficult to implement some height variation in that space.

Other than that, roof textures look noticably repetative, probably not that big of a deal in game but it wouldn't hurt to increase the scale of those textures and it could reduce the number of polygons (remember, a bsp surface is cut where the texture tiles).






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Re: Shafted
Posted by reaper47 on Mon Aug 24th at 12:54pm 2009


This is looking nice for Goldsource.

My main tip would be to cut more into the floor plane, making it less flat/horizontal. You could have the right part of area seen in the screenshot a little higher than the left, like it's standing on a hill. Or add some downward stairways to a cellar level.

Try to make the ground and the surrounding walls more a part of the whole architecture. Currently it looks like the buildings and the background have no visual or layout connection. Just moving a building to touch one of the surrounding walls could help. Don't worry about "closing off" a way behind the building. Sometimes that's a good thing.




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Re: Shafted
Posted by Kampy on Tue Aug 25th at 3:41pm 2009


on the snow screenshot imho the snow needs to be more snowly and less paint-white smiley



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Re: Shafted
Posted by Le Chief on Wed Aug 26th at 3:59am 2009


Quoting Kampy
on the snow screenshot imho the snow needs to be more snowly and less paint-white smiley


I think that was an earlier iteration of the map and there's no snow anymore.







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