Re: Tricoil
Posted by Skeletor on
Tue Jan 20th 2004 at 3:47am
312 posts
41 snarkmarks
Registered:
Dec 28th 2003
Occupation: Student
Location: California
Wow, if you know all those things are wrong already, why don't you fix them before posting?
Aside from that, though, this map looks REALLY great! The textures are cool, and the lighting isnt so bad (except in a few places where I can't see, I.E. - a spiral staircse) but I saw at least one area that came to a dead-end (maybe you are going to add on to that) which kind of ruins the "flow". Alsothe rooms are BARREN! There is absolutely nothing in them! Please dont fill 'em up with crates, but it is kind of odd to be in a spaceship or whatever and see absolutely nothing besides the walls, etc.
1248 posts
165 snarkmarks
Registered:
Dec 10th 2003
Occupation: Student
Location: Manchester UK
1. Your over-use of the plain grey texture is sickening :smile:
2. The layout seems a bit random, it's all a bit confusing
sometimes, and the packed rooms don't help. It's one of those maps where there isn't any actual "arena" area where the fighting will most likely be condensed, you know? It's just a bunch of tightly-packed corridors seemingly cut and pasted together. I think the domed roof rooms would be suitable for an arena if they were larger.
In terms of mobility, it doesn't flow well. You're always turning a corner, it doesnt feel right. And everything's so god-damned packed! :smile:
3. Stairs intead of ramps, stairs look better and the ramps look crap. Try adding a few little lights on the steps as well. Use your knowledge of good lighting from NS man! :smile:
Thats all I can think of right now.
Re: Tricoil
Posted by matt on
Tue Jan 20th 2004 at 12:46pm
Posted
2004-01-20 12:46pm
matt
member
1100 posts
246 snarkmarks
Registered:
Jun 26th 2002
Occupation: Student!
Location: Edinburgh
wish I could have errors like that...
Re: Tricoil
Posted by Adam Hawkins on
Tue Jan 20th 2004 at 1:24pm
858 posts
333 snarkmarks
Registered:
Aug 25th 2002
Occupation: Specialty Systems Manager
Location: Chesterfield, UK
Dammnit! I'm using the exact same set of textures at the moment.
/starts stealing architecture ideas :wink:
Seriously though, looks really cool from the screenshots (i'll download tonight and have a play), lots of nice shapes being thrown about. Maybe replace the light textures though, they look a little out of place next to the other textures :/
Re: Tricoil
Posted by Gollum on
Tue Jan 20th 2004 at 2:29pm
Gollum
member
1268 posts
525 snarkmarks
Registered:
Oct 26th 2001
Occupation: Student
Location: Oxford, England
I love some of the architecture, especially all those holes in the roof :smile: I still feel this texture set is too relentlessly grey, even with the rusty orange floor texture you've thrown in. Good coloured lighting might help.
The only trouble with all your fancy architecture is that there are plenty of places to get stuck. Judicious clip-brushing could be handy, but it won't be easy to get the balance right between "smoothing flow" and "intrusive".
The map flows well, but I feel it is just a little too cramped. As with Faction, it feels empty and dead :/ It doesn't help that the floor texture gives the default concrete footstep sound. Some moving stuff and sounds, maybe?
Re: Tricoil
Posted by KoRnFlakes on
Tue Jan 20th 2004 at 2:44pm
1125 posts
511 snarkmarks
Registered:
Jul 3rd 2002
Occupation: Yus!
Location: Norfolk
I personally think its a bit cramped in places & it just needs more textures that the shaderlab set.
Re: Tricoil
Posted by SHeeP on
Tue Jan 20th 2004 at 7:55pm
SHeeP
member
118 posts
52 snarkmarks
Registered:
Jan 4th 2004
Occupation: bum
Location: uk, england
but theyre still kinda samey, even if u have put them to extremely good use :smile:
Re: Tricoil
Posted by Yak_Fighter on
Tue Jan 20th 2004 at 9:08pm
1832 posts
742 snarkmarks
Registered:
Dec 30th 2001
Occupation: College Student/Slacker
Location: Indianapolis, IN
The layout seems at this stage most excellent. The way the hallways snake around and connect everywhere is very nice.
The architecture is sharp although obviously uneven, with some rooms having very complex details and others with zilch.
More texture variation is a must. The gray stuff can be the base, but there needs to be more variety in the colors on the walls and ceilings. Stuff like having the gray textures used on supports and pillars framing the different color walls, that sort of thing.
The cramped space in the map is fine if that's what you're going for. Some bigger rooms may be good for a nice open combat area.
I must say I am impressed with the construction of those rounded rooms as I have never managed to build them correctly, let alone have aligned textures and good details.
Re: Tricoil
Posted by Dr Brasso on
Wed Jan 21st 2004 at 4:39am
1878 posts
198 snarkmarks
Registered:
Aug 30th 2003
Occupation: cad drafter
Location: Omaha,NE
andrew, you know i respect you and your work immensly.....i really love yer eye for new and exciting architecture, but youve beat that texture set into the ground bud.....i really,really wish i was talented enough to grace you with an outstanding new set, something that would enhance your skillz, but alas, i cannot at this point....but im working on it.... :wink:
Doc Brass... :dodgy:
Re: Tricoil
Posted by Adam Hawkins on
Wed Jan 21st 2004 at 8:57am
858 posts
333 snarkmarks
Registered:
Aug 25th 2002
Occupation: Specialty Systems Manager
Location: Chesterfield, UK
Hope you don't mind but I decided not to download the map for now as I don't want it to influence the map i'm working on (I don't want to be accused of copying anything etc.). I'm sure there will be some similarities due to the same textures but I don't want it to seem like a wholesale rip :smile:
Good luck with the map though :smile:
Re: Tricoil
Posted by ReNo on
Wed Jan 21st 2004 at 3:02pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
I really wish I had the time to take a look and comment on this, but unfortunately I'm drowning in coursework at the moment, and then I'm away on holiday, so it will be a week or two before I get the chance :sad:
Re: Tricoil
Posted by OtZman on
Wed Jan 21st 2004 at 3:17pm
OtZman
member
1890 posts
218 snarkmarks
Registered:
Jul 12th 2003
Occupation: Student
Location: Sweden
The pics Crono posted are truly amazing... nice work!
:eek: :eek: :eek:
Re: Tricoil
Posted by Crackerjack on
Wed Jan 21st 2004 at 11:59pm
Posted
2004-01-21 11:59pm
264 posts
126 snarkmarks
Registered:
Feb 28th 2003
Location: DC
Im going to have to agree with Mr. Ben this would be your 3rd map with these textures.. But i Deff love the first two pic's Crono posted.. you have always had that eye for where things just pop out of everywhere.
I mean i really cant comment on anything cause u know u need more lighting/color variation... Red lighting really kicks it here. Expesially with the grey.
When people complain about stairs.. I found when i was making DM_Ominous... stairs did not go along with the theme at all.. so i suggest keeping the ramps but maybe add some things to them to spice it.
The bottom left pic that crono posted out of the 4 thing is a classic KungFuSquirell architectual piece. I see it alot in ur maps. Its signature so keep it but maybe pull the floor down where the little piece of texture variation is by the door. It would do wonders to that section i think.
Thats all for now till i run throught map... Good luck man
Re: Tricoil
Posted by Cassius on
Thu Jan 22nd 2004 at 12:00am
Posted
2004-01-22 12:00am
Cassius
member
1989 posts
238 snarkmarks
Registered:
Aug 24th 2001
Mazy holds the record for most repetitive - SEVEN MAPS IN A ROW released with almost the exact same theme and textures.
Re: Tricoil
Posted by Cassius on
Thu Jan 22nd 2004 at 1:35am
Cassius
member
1989 posts
238 snarkmarks
Registered:
Aug 24th 2001
OMFGZ BST DUST RETEXt0R Ev3R
Re: Tricoil
Posted by Skeletor on
Thu Jan 22nd 2004 at 1:59am
312 posts
41 snarkmarks
Registered:
Dec 28th 2003
Occupation: Student
Location: California
LOL, I'd play it, but just for the novelty factor.
Re: Tricoil
Posted by SuperCrazy on
Thu Jan 22nd 2004 at 4:32am
102 posts
1830 snarkmarks
Registered:
Aug 22nd 2001
Location: Iowa, USA
I agree with the comment about beating the texture set into the ground, but the map still looks good. I don't think anyone here would argue against the suggestion that you have some of the best architecture skills in the HL community.
Unfortunately, to be blunt, the layout isn't good. It's just hallways. Damn good looking hallways, but they're still flat passages with one way in and one way out.The only place where vertical combat is possible is in the middle coil, and it just feels awkward. I really think you're going to have to tear this thing apart in order to get a good flow going.
Nobody else seems to have such grave concerns with this though, so I'm thinking my problems with it are due to the fact that I'm used to UT2003. UT2003 and HL are very different games, and the need for a classic deathmatch layout with open arenas and z-axis variation doesn't seem to be as necessary in HL as it is in games such as UT or Quake. Maybe my criticisms are unfounded.
In the end it's your creation, so do what you feel is best for it. You've made plenty of levels in the past and I expect you're going to make many more in the future (And get paid to do so). You're not going to please every player with every level.
Re: Tricoil
Posted by Mr.Ben on
Thu Jan 22nd 2004 at 8:07am
Mr.Ben
member
208 posts
560 snarkmarks
Registered:
Aug 29th 2003
Only cj would ever do that. :razz: Oh yeah, if you'd like some texturing edits Andrew as i've noticed a lot of people have commented on the overuse of this set i'd be happy to give it a go. I can't promise anything if you risk it and say yes as i'm not the best ever but hey, the offer is there and i'm always looking for practise :smile:
Re: Tricoil
Posted by Yak_Fighter on
Fri Jan 23rd 2004 at 12:02am
Posted
2004-01-23 12:02am
1832 posts
742 snarkmarks
Registered:
Dec 30th 2001
Occupation: College Student/Slacker
Location: Indianapolis, IN
If DM was the same no matter what the game or engine, then everything would play like Quake 1. So CJ is right.
1309 posts
329 snarkmarks
Registered:
Feb 12th 2002
Occupation: Student
Location: West Coast, USA
"Scaling" a map up will technically work, but the level will not play very well. The "types" of maps you list are all quite broad, and would apply to maps outside of Deathmatch. It's like saying every book of the same genre is alike, because they share the same subject matter.
Re: Tricoil
Posted by beer hunter on
Fri Jan 23rd 2004 at 3:23am
281 posts
602 snarkmarks
Registered:
Jul 6th 2003
Occupation: Beer taster
Location: The Pub
/shrugs, i only referred to deathmatch and not other gameplay types.
Quake 1 DM maps seem to play ok in HalfLife DMC and AFAIK the DMC map layouts are the same as the originals. OTOH perhaps iD Software and Valve got it wrong after all :wink:
Re: Tricoil
Posted by SuperCrazy on
Fri Jan 23rd 2004 at 5:14am
102 posts
1830 snarkmarks
Registered:
Aug 22nd 2001
Location: Iowa, USA
That's because DMC's gameplay experience is supposed to replicate Quake's as closely as possible. HL and UT/Quake have very, very different gameplay styles. UT deathmatch is not HL deathmatch. The pacing is completely different, UT (especially UT2003) has much greater variety in movements (double jumping, dodging, etc.), the weapons are different...this all has an effect on how a level plays in one game vs. another.
I think I've succeeded in completely derailing your thread, KFS :sad:
Re: Tricoil
Posted by beer hunter on
Fri Jan 23rd 2004 at 7:24pm
281 posts
602 snarkmarks
Registered:
Jul 6th 2003
Occupation: Beer taster
Location: The Pub
Ummm, yeah, sorry about that KFS, will try not to post so much off-topic bull$hit.
Re: Tricoil
Posted by matt on
Fri Jan 23rd 2004 at 8:25pm
matt
member
1100 posts
246 snarkmarks
Registered:
Jun 26th 2002
Occupation: Student!
Location: Edinburgh
Yeah UT2003 rules!
:biggrin:
751 posts
393 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Game Design, LightBox Interactive
Location: Austin TX
Oh, no, don't be worried about derailing anything :smile: 'tis a healthy debate. Besides, I've been sick the last couple days and my connection has been on the fritz on top of that. :razz: Maybe if I'm lucky I'll have a chance to go through all your feedback more in-depth and get back to the map this weekend.