Posted by Yak_Fighter on Tue Dec 7th 2004 at 4:55pm
If you can, I'd suggest having smoke coming out of those smokestacks. It would add to the atmosphere and make the place look even more 'alive'. I know there's an entity for this specific purpose, but I forgot what it was called...
[addsig]
Posted by satchmo on Tue Dec 7th 2004 at 4:35pm
Rabid, I don't know whether you plan to add a new section to your map, but I came across a picture of an oil refinery, and it occurred to me that the maze of pipelines (and the fact that some of them are highly explosive) will make a wonderfully fun place to have a deathmatch.
http://www.rca-arc.ca/Burtynsky,%20E.%20Oil%20Refinery%20Saint%20John,%20N.B.,%201999.jpg
It'll fit right in with your Petrol theme. Perhaps you can build this refinery right adjacent to the warehouse-type area you have there?
To make interesting gameplay, you can have some of the pipes just spurt out super-heated steam when damaged, and some will catch fire (but not explode). Build multiple stairs into this forest of hell and stash some real nice goodies in them, so despite the threat of death, people would try to venture in.
What about an open tank of crude oil? Is it possible to simulate crude (with the right viscosity and color) in Source? Some player can fall inside this molasses and then you can shoot at it to have the whole thing light up in flame. Wouldn't that be the coolest way to kill someone?
[addsig]
Posted by pepper on Tue Dec 7th 2004 at 3:42pm
congratulations on behalve of the RUST Gamdesign staff. you won whit a majority
[addsig]
Posted by Cassius on Tue Dec 7th 2004 at 3:33pm
The only parts I don't like are the indoor parts. I suppose I would have to walk around in it to really give a clear answer, as neither of the shots for the area paint a good picture of what it looks like in their, but the lighting looks kind of fuzzy and badly colored from the screenshots. Otherwise, it looks great, the first good competition entry I've seen.
Posted by ReNo on Tue Dec 7th 2004 at 7:01am
Its the sides of the white building that get me the most, it ends too abruptly or something.
[addsig]
Posted by RabidMonkey777 on Tue Dec 7th 2004 at 6:50am
Thanks for the comments, all
Any ones in particular? I designed the white concrete one to look a little angular and strange to prevent it from being too bland and conform with all the other buildings but I wonder if I went a bit too overboard with it
It's a light_spot, yes. Mainly because texture lighting just adds an overlay-ish effect to the light itself with my exit signs (reminiscent of how loads of lighting effects were done in NS) and doesn't seem to actually light the area around it very much.
Railing is a good idea. I'll add that in the next compile.
Again, thanks for the comments.
Thanks for the comments, all
? quoting ReNo
a few of the outside buildings look a little awkwardly shaped
Any ones in particular? I designed the white concrete one to look a little angular and strange to prevent it from being too bland and conform with all the other buildings but I wonder if I went a bit too overboard with it
? quoting satchmo
Was that a light_spot in front of the exit sign in "dm_petrol0043.jpg"
It's a light_spot, yes. Mainly because texture lighting just adds an overlay-ish effect to the light itself with my exit signs (reminiscent of how loads of lighting effects were done in NS) and doesn't seem to actually light the area around it very much.
Railing is a good idea. I'll add that in the next compile.
Again, thanks for the comments.
Posted by satchmo on Tue Dec 7th 2004 at 6:13am
? quote:
Is it just me, or does being smited down with a thousand virgins sound quite nice?
Perhaps Spartan 34 thinks it's bad because he prefers hairy guys? Hey, there's nothing wrong with that.
But let's get back to the main topic here...
Simply amazing, Rabid. The outside environment is finally worthy of the majesty within. I like the freeway signs especially, and also the big 3D "Northern Petrol" signs. These details really breathe life into the map.
However, I did notice a few things. Was that a light_spot in front of the exit sign in "dm_petrol0043.jpg"? I trust you're going to replace that setup with true texture lighting later on.
Also, in "dm_petrol0053.jpg", I think it'll look nicer with some railing along the walkway leading to the door. Besides, in a real setting, the employer probably would want to install some railing to prevent escalating worker comp's premium.
But it's needless to repeat that I am anticipating the final version of this map.
[addsig]
Posted by Crono on Tue Dec 7th 2004 at 1:27am
? quoting Cassius
? quoting Spartan 34
I shall smite you with a thousand virgin women. How do you like that Mr. Smarty Pants? Hmmmmm
That wouldn't be so bad.
No, it wouldn't.
I should disagree with you more often. [addsig]
Posted by Cassius on Tue Dec 7th 2004 at 12:14am
? quoting Spartan 34
I shall smite you with a thousand virgin women. How do you like that Mr. Smarty Pants? Hmmmmm
That wouldn't be so bad.
[addsig]
Posted by Bantam on Mon Dec 6th 2004 at 9:45pm
Is it just me, or does being smited down with a thousand virgins sound quite nice?
Anyway, nice map. I can kind of see that the 4th and fifth screens do look a bit like the rooftop scene in the Matrix when Neo swings about on a pole a bit.


