I dont intend to use the same set of orange/grey textures. They are devGreat - from the new screenshots you posted, with the new gold texture,
textures since I dont have gotten proper custom textures yet. Im
working really hard with trying to learn photoshop but hey, noone can
become a master in a few weeks.
I am salivating over the screens files here. You could actually increase them a smidgen with incurring anyones wrath. The clarity is even shocking this old man and I am one of the pioneers of the perfect image size.Well... Uh.... I really dont get anything of what you said in the first sentence, but since you wrote "/me bows to a master" I guess thats good..
/me bows to a master.
I really need to download this thing but, I only want to do so twice. Once for a critique perhaps and once for a completed version. Downloading sucks owl s**t these days.
Lemme know when this thing is ready for my attentions.
Thats not an elite comment, its a self aware "hey I'm on 56k" kind.
I especially like the last picture.I got fond of the red lights, so im afraid ill stick to them..
I'm not sure about the red lights. They are alarming, almost look a bit to colorfull to me in contrast with the blue lights next to them. I'd try to go with a more consistent light color, or split the blue/orange parts into seperate areas.
What I miss is a true focal point in most screens. The spotlights are too evenly distributed in the map. There should be a piece of geometry that stands out from everything else. This could be done by brighter lighting and some darker areas around it, more contrast, maybe a bigger part with no spotlights at all.
I'm not sure what you intended but I always see the buildings in the background with lots of little yellowish/blueish lit windows. I'd try to use at least some temporary textures to simulate this. They could become a very important part of the visuals even though they are in the background. Maybe it will look odd later when combined with the little spotlights in the foreground!
True and abit boring IMO if you plan on making every building use the same set of gray/orange textures.I dont intend to use the same set of orange/grey textures. They are dev textures since I dont have gotten proper custom textures yet. Im working really hard with trying to learn photoshop but hey, noone can become a master in a few weeks.
He still doesn't have a full set of custem textures btw.Yes, thanks for mentioning the focal point. Im working on that. I also agree that it needs to be something solid, like a statue or whatever. As I said, ive got a few ideas that im playing around with.
You do have me impressed MisterBister. I personally like the red and blue lights but you do need some kind of focal point. Maybe a statue or fountain or something. A city of this size is bound to have a major public works project somewhere.
Keep it up, I'll download when you get into the beta phases.
I especially like the last picture.True and abit boring IMO if you plan on making every building use the same set of gray/orange textures.
I'm not sure about the red lights. They are alarming, almost look a bit
to colorfull to me in contrast with the blue lights next to them. I'd
try to go with a more consistent light color, or split the blue/orange
parts into seperate areas.
What I miss is a true focal point in most screens. The spotlights are
too evenly distributed in the map. There should be a piece of geometry
that stands out from everything else. This could be done by brighter
lighting and some darker areas around it, more contrast, maybe a bigger
part with no spotlights at all.
I'm not sure what you intended but I always see the buildings in the
background with lots of little yellowish/blueish lit windows. I'd try
to use at least some temporary textures to simulate this. They could
become a very important part of the visuals even though they are in the
background. Maybe it will look odd later when combined with the little
spotlights in the foreground!