Thanks all! :smile:
"ReNo" said:
One thing that concerns me a little is the detail sprites
though, particularly coming out of the road - I'd restrict them to the
grass personally, or maybe look into alternative ones. They come off
looking really 2D as they are really quite large yet sparse.
I have removed the grass on the road, it was something I wasn't sure about :smile:
"Juim" said:
I would suggest another texture for the rooftop in that last shot
though, or change the shape of the roof to match the clay tiles better.
"Orpheus" said:
To add to Juims observation a bit. That style of roofing only works if
you put endcaps upon the apex's. On each of the ridges, put a cap on
them. The roof will look just fine then.
does this look any better?
"Orpheus" said:
I would try, if I were you, to have the sun vainly attempting to burn
off that fog. If its possible, try to have tiny clear areas where the
sun is succeeding but overall its failing. That would be perfect.
Nice suggestion. I'm not sure if its possible though, I'll look into it :smile:
"Captain P" said:
Perhaps some smoke stacks in the background to indicate artillery
impact, or craters and smoke in the map itself, as if the fog is caused
by the bombardment?
I'll be sure to add in some of that stuff into the 3D skybox
"Captain P" said:
About the rocks, they feel too 'leveled', if you know what I mean. As
if there's several levels of play, with rock walls between them of more
or less equal length. I don't know if that happens in reality,
personally I'd be more impressed by some variation in height and some
higher rock walls.
I'll try add in some variation in the rock walls :smile:
"Captain P" said:
Also, I know those sandbag walls are standard props but they always
felt so unnatural to me. Some loose sandbags here and there perhaps?
And some sand walls to give them a more fortified look, rather than a
single sandbag wall sticking out of the ground (which looks so
unstable)? :smile:
Sure :razz:
"Crono" said:
I'm curious what type of play dynamic you're going for. For instance,
if the visibility was a bit lower, snipers would either be useless or
more effective. It seems like there's a bit of varying gameplay too,
from wide areas to cramped areas, but I don't see any real presence on
the vertical gameplay. I think any and every map, at least in DoD, has
been bettered by vertical gameplay, it's almost the staple of the game.
Rarely are you going toe to toe with people on a level playing field.
Which is something I personally like.
With the fog I wanted to get rid of snipers, but it also might help
them by hiding them, I really need to test it with other players to
find out. There really is no vertical gameplay, atm. I'll get it added
in, don't worry :smile:
"Crono" said:
I'm also curious in how you plan on filling in those voids.
Trees, shrubs, rocks, rubble, etc..
"Crono" said:
The only other thing I notice that I don't think has been mentioned is
in the 3rd screenshot. What's the logic behind that building on the
left being decimated and the one on the right being fine? If that was
done by an attack it would surely damage the other structures nearby
... at least a little! Especially considering the amount of damage that
building took. Is the screenshot misleading?
I just slapped that blown-up building in really, didn't put much thought into it, I'll fix that up
"Crono" said:
You might also want to look into burn marks in grassy areas. (Like,
grass can no longer grow because the surroundings were taken out with
fire, or something like that)
Sure thing
Again, thanks all :smile: