Posted by Sadist on Sat Sep 20th 2008 at 12:26pm
Hi, thanks for the comments, I was hoping the sharp lighting would make it different, so pleased with the response! As for the lighting change upon pushing the light switch, many people who helped to test found the map either too dark, or too bright, or just right, some didnt notice a change, some did. I would put this down to gamma or monitor brightness, and would suggest playing around with graphics to appreciate it fully. That said, the change is subtle, as there were some complaints about it being too dark during 'lights out' in the beta version, also some lights remain 'on', some turn off and some flicker during the 'lights out'.
Thanks for the comments, Sadist.
Hi, thanks for the comments, I was hoping the sharp lighting would make it different, so pleased with the response! As for the lighting change upon pushing the light switch, many people who helped to test found the map either too dark, or too bright, or just right, some didnt notice a change, some did. I would put this down to gamma or monitor brightness, and would suggest playing around with graphics to appreciate it fully. That said, the change is subtle, as there were some complaints about it being too dark during 'lights out' in the beta version, also some lights remain 'on', some turn off and some flicker during the 'lights out'.
Thanks for the comments, Sadist.
Posted by Riven on Fri Sep 19th 2008 at 1:59am
I'll have to say, this is a mighty fine looking map you have here. The sharp lighting makes it though. -That is, this map looks as good as it does mainly because of that. The architecture is unique too. The slanted walls and curved stairs make it fun to run about the level. The teleporters are fun too.
I can see the abyss influence showing through with the water pit in the center of the floor. Also, the Total Recall Martian surface outside adds a nice touch too!. The new textures help make this map seem fresh. I honestly didn't find anything really bad enough to speak about. -The water pit may be a little too deep (I understand it needs to appear bottomless, but still...).
-I'll have to admit, I didn't notice the sound-light sync. That-is, if it was working, it didn't affect the atmosphere or mood of the setting at all. Perhaps it needs to be more sharp sounds, or just something more noticeable to make it seem like a changeable effort.
Really good, well-made map!
Posted by Gwil on Wed Sep 17th 2008 at 2:25pm
Unusual texturing - makes it stand out from the crowd of greys/industrial or C17 style levels which have gone before it. The variations in brush work (angles, curves) and incorporating those into vertical play is a plus point. I make these comments based on the screenshots as I haven't downloaded the full map - i'll make a point to though.
Posted by haymaker on Tue Sep 16th 2008 at 11:20pm
Very nicely done! Love the atmosphere, a nice break from hl2 indeed. 3dskybox among the best Ive ever seen for enhancing the setting. Love that globe hologram too. Great use of those textures. <br /> <br />Performance seems great, even though you have func_breakable and water in the same map, this can be a server-side issue sometimes. <br /> <br />As for gameplay I have to say I don't like dark or light-dynamic maps myself, too many unneccessary mistakes can be made; for instance there is a ladder that I can see being a life-saver almost in total darkness, rendering a player open to a frustrating smg death when he could escape. I also try and avoid doors but I can see what you're thinking here. The teleports are fun, you can mess with them by dumping props at the destination, but doesn't matter. One last niggle, seems there's one too many hallways ( but the flow is good overall ). <br /> <br />Still, this is a treat for the audio-visual senses! Looking forward to a few rounds on this. Great job!


