Re: dm_down_there
Posted by midkay on
Tue Aug 29th 2006 at 10:46pm
Posted
2006-08-29 10:46pm
midkay
member
398 posts
120 snarkmarks
Registered:
Apr 15th 2005
Location: United States
Hey, here are a few thoughts about the screenshots. :smile:
First shot: The bricks should be less deep (sounds like you're planning to fix that) and also they kind of clash with the wood (a bumpy rocky brick texture simply "turns into" a wooden floor). Maybe you can blend them better with some decals/overlays and maybe you can leave some small chunks of brick or rock around so it doesn't look so clean.
Second shot: I like this area, quite moody. It feels very warm and old-fashioned. I like the lighting. Your architecture is cool, I like that windowlike opening in the center and the whole structure of the area. What's with that dust, though, right along the ground in the distance? Is it always there, just floating or something? Tone it down a bit, I think.
Third shot: More dust, this could certainly use a bit more transparency. :smile: I love how every other brick is perpendicular in the window structure, details like that are very good. Again a nice old-fashioned mood.
Fourth shot: Looks like a fun layout. :smile: That spiral staircase looks cool.
Final thoughts: Looks like a fun layout, nice architecture/detail, moody.. but.. I think you should try different lighting styles in a couple areas. The torch/fire idea is nice but looking at the layout it looks rather overused throughout the entire map. Maybe you can find another way to light the place a bit, maybe with a different color of lighting.
Nice job nevertheless, I'd like to play it sometime. :smile:
-- midkay
13 posts
1 snarkmarks
Registered:
Feb 8th 2004
This looks very nice with very unique txtures and coloration! I can't wait to play it! If you could increase it's size a tad, I think I could host it on my 14 player server. Keep up the good work!
Re: dm_down_there
Posted by Crono on
Thu Aug 31st 2006 at 6:48am
Crono
super admin
6628 posts
700 snarkmarks
Registered:
Dec 19th 2003
Location: Oregon, USA
I want to start off by saying ... this looks nothing like Quake ... not one bit.
The only thing I see that is visually un-appealing is the contrast between the wood and stone. The stone, specifically, looks great and I don't think it should change. But the wood should. Use some nasty ass mucked up plank of wood texture. There's actually one in HL2 that I think could work, You might want to check it out. (The "wood/woodfloor" series)
I would also suggest, based on the first screenshot, to make that lid destructible or something like that (maybe even a physics object). Opening and closing lids, like doors will slow down gameplay in a dm map, generally.
As for what you have planned:
1) I don't think it should be touched. It looks good.
2) Go for it ... ?
3) If you think that will make performance better, then by all means. But if it doesn't really matter, it will probably be fine the way it is (unless you have some other plans for it)
4) Not sure what you mean. Like glows?
In the lighting department, it looks good for a map, but as "immersive" it would make more sense for it to be darker. But, that would not work well for playability.
The layout looks like it's good and is connected well. You should throw some bots in there (if you can) and see where they frequent, get slaughtered, so on and so forth.
Blame it on Microsoft, God does.
Re: dm_down_there
Posted by reaper47 on
Fri Sep 1st 2006 at 12:42pm
Posted
2006-09-01 12:42pm
2827 posts
1921 snarkmarks
Registered:
Feb 16th 2005
Location: Austria
LeJean, this looks wonderful.
I would leave the bumpmaps like they are, too. Also I agree with Crono that the wood textures should look older and more rotten. The trasition between the wall and floor textures looks a bit too abrupt, generally. The walls are almost black while the floors have this brownish, earthy tone. Maybe a stone floor with some structure would look good.
I's a delight to see all the effort you put into custom content pay off in this map. I think I'll like it a lot.
Re: dm_down_there
Posted by Gwil on
Sun Sep 3rd 2006 at 11:53pm
Posted
2006-09-03 11:53pm
Gwil
super admin
2864 posts
315 snarkmarks
Registered:
Oct 13th 2001
Occupation: Student
Location: Derbyshire, UK
I'm not sure if I like the volumetric light, it only seems to work well
in the 3rd shot. My main gripe is that feels it out of place - this
place is lit by torches and is not overly dingy, and it's nighttime
outside.
Just seems a bit weird.
Trims between the wall and floor would look out of place. Perhaps you
should change some floors to dirt instead of wood, or, have the wood
planks overlap the edges in places. Perhaps to make a smooth transition
between wood floor and stone wall you need small piles of dirt to break
it up somewhat.