Re: de_malta
Posted by reaper47 on
Wed Apr 12th 2006 at 10:56pm
Posted
2006-04-12 10:56pm
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Looks nice so far. I don't like the green lighting. It looks like it's just there for the sake of it and that's always a bad thing.
Re: de_malta
Posted by Orpheus on
Wed Apr 12th 2006 at 11:28pm
Posted
2006-04-12 11:28pm
Orpheus
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If however you want the green tinge, you can put a light entity over the room and set it to a very faint green lumen's.
I concur that the lights on the wall look bad in green but the crypt would look neeto remaining slightly green.
The best things in life, aren't things.
Re: de_malta
Posted by G4MER on
Thu Apr 13th 2006 at 1:42pm
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no the goggles are way green, like neon green.. thats not from the goggles.. so Orph your right on..
Re: de_malta
Posted by SpiKeRs on
Thu Apr 13th 2006 at 5:15pm
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The lighting was meant to be more orangey than green to try and get a hot, dusky feel. No, I didnt use goggles :biggrin: Thanks for the feedback so far but can I have more non-lighting based critiques now please :wink:
Hello there.
Re: de_malta
Posted by habboi on
Fri Apr 14th 2006 at 10:11am
Posted
2006-04-14 10:11am
habboi
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I was gonna say yesterday you were wrong Cap'n but if 'I' was wrong I'd look the fool so I hid. A nice looking map by the way.
Re: de_malta
Posted by Orpheus on
Fri Apr 14th 2006 at 1:16pm
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I think the only problem at this point is his presentation. Since there is no download link, you cannot really comment on its focal point. Who's to say that he took a true representation of his entire map with just those screens?
True, the majority of the screens show nothing but hallways but, one cannot really be so sure enough to say the map lacks something until they have been inside it. At least don't sound like thats a certainty.
/methinks it needs a download link, and a critique before it gets much closer to completion to ensure the feasibility of editing.
The best things in life, aren't things.
Re: de_malta
Posted by SpiKeRs on
Fri Apr 14th 2006 at 9:26pm
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Thanks again for the feedback. In the past I have had the habit of releasing loads of betas of my maps so am adopting a image-focused approach this time. Dont underestimate how helpful judging a map based on in-game shots actually is, its given me something to think about/focus on without spending loads of time adding the iffy functionality required to play/release the map as a fully fledged beta. I've already made a siginificant restructue to the map which I would no doubt post pictures of soon :biggrin:
Hello there.
Re: de_malta
Posted by Orpheus on
Fri Apr 14th 2006 at 10:26pm
Posted
2006-04-14 10:26pm
Orpheus
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The PM system works. You can govern who has the beta's.
You can also specify that they not be made public to keep them out of the servers.
Screens are nice, but I trust my own eyes, not yours.. Sorry. Thats not meant to be hateful.
The best things in life, aren't things.
Re: de_malta
Posted by SpiKeRs on
Sat Apr 15th 2006 at 7:56am
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Yeah I agree with you both. I'd had a few drinks and made my point badly :wink: What I was getting at was I've actually recieved some quite useful stuff to work on based simply on those sets of pictures and I've saved myself the hassle of releasing a beta or 2 before making those changes, which previously I would have done. I'm trying new approaches with this map and 1 of those things is to not release 10 betas of something like I have done in the past. Whether that works out better or worse we will have to see but so far the mapping has been more enjoyable.
Hello there.
Re: de_malta
Posted by reaper47 on
Sat Apr 15th 2006 at 10:44am
Posted
2006-04-15 10:44am
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I think betas for non-commercial work (like custom maps) do require much more polished and "finished" releases because they mostly go directly to public. Before using "orange rooms" Valve made lots of little sandbox levels just to illustrate the theme, lighting, texturing, modeling ect and only then started with the actual levels, using bits and pieces from the sandbox. If you release a beta to public you can't really "explain" what it should look and feel like later. You have to show it inside the map already. That means waiting with a beta release for a more fleshed out version of the map makes sense. Sometimes visuals have to be planned as early as the layout (which doesn't mean it's more important). I think (think) that's what SpiKeRs means and I'd agree with that.
Re: de_malta
Posted by $loth on
Sun Apr 30th 2006 at 4:56pm
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This is looking great :biggrin: The only thing I can criticise from your new
pics is the first one, it's only a small point but it could benefit
from a more 3d skybox, with some extra houses or mountains.
Re: de_malta
Posted by UmbraAlias on
Tue Aug 15th 2006 at 11:09pm
Posted
2006-08-15 11:09pm
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Jul 5th 2005
Location: Holland
It looks good:), i didn't play it with bots or friends yet, but i'm sure it will play nicely!
Great job!