Test Lab (tentative)

Test Lab (tentative)

Re: Test Lab (tentative) Posted by JFry on Wed Mar 10th 2004 at 1:35am
JFry
369 posts
Posted 2004-03-10 1:35am
JFry
member
369 posts 82 snarkmarks Registered: Mar 9th 2004 Occupation: Scumbag Location: USA
Wow that's some ugly textures. Aside from that I'd much appreciate any constructive criticism you might have regarding the architecture. Also suggestions on lighting or any ambient sounds you would find appropriate would be nice. Thanks.

P.S.-- Sorry if the last screen is dark as that seems to be a problem around here.
Re: Test Lab (tentative) Posted by Tracer Bullet on Wed Mar 10th 2004 at 2:04am
Tracer Bullet
2271 posts
Posted 2004-03-10 2:04am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Those pics are soo grainy that I do not feel comfortable commenting on their basis alone. Might you provide a DL?
Re: Test Lab (tentative) Posted by matt on Wed Mar 10th 2004 at 9:40am
matt
1100 posts
Posted 2004-03-10 9:40am
matt
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1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
the zen pic looks good.
Re: Test Lab (tentative) Posted by JFry on Thu Mar 11th 2004 at 9:53pm
JFry
369 posts
Posted 2004-03-11 9:53pm
JFry
member
369 posts 82 snarkmarks Registered: Mar 9th 2004 Occupation: Scumbag Location: USA
I will work on putting some pics up on a site. Are .bmp the best quality? I know little about that sort of stuff.
Re: Test Lab (tentative) Posted by Forceflow on Thu Mar 11th 2004 at 10:27pm
Forceflow
2420 posts
Posted 2004-03-11 10:27pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Map design looks ok ... but the red tank is ugly textured, imho.
Re: Test Lab (tentative) Posted by Kage_Prototype on Thu Mar 11th 2004 at 10:28pm
Kage_Prototype
1248 posts
Posted 2004-03-11 10:28pm
1248 posts 165 snarkmarks Registered: Dec 10th 2003 Occupation: Student Location: Manchester UK
.bmp is not a good idea, they're way too big for the 'net. Use .jpg or .gif.
Re: Test Lab (tentative) Posted by Tracer Bullet on Fri Mar 12th 2004 at 3:34am
Tracer Bullet
2271 posts
Posted 2004-03-12 3:34am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
IMO 800x600 jpeg gives the best balence of quality and size.
Re: Test Lab (tentative) Posted by Sim on Fri Mar 12th 2004 at 10:57pm
Sim
257 posts
Posted 2004-03-12 10:57pm
Sim
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257 posts 96 snarkmarks Registered: Sep 30th 2002 Occupation: Student Location: UK
If you haven't got an image editing program with jpeg optimising tools, go get the xat.com which is mentioned the heading box when you hit 'new reply'. Unless you have somereally intense detail, 50k is about as large as they should be.
Re: Test Lab (tentative) Posted by JFry on Tue Mar 16th 2004 at 8:19am
JFry
369 posts
Posted 2004-03-16 8:19am
JFry
member
369 posts 82 snarkmarks Registered: Mar 9th 2004 Occupation: Scumbag Location: USA
Sorry about the delay real life stuff popped up. Anyways here's some new pictures optimized with the xat.com tool. Hopefully they are of better quality.
Re: Test Lab (tentative) Posted by fraggard on Tue Mar 16th 2004 at 9:19am
fraggard
1110 posts
Posted 2004-03-16 9:19am
fraggard
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1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
Just based on the pictures, a few things I can see are

Picture 1:
-Floor and ceiling textures are too repetitive and don't match. Find different ones. Break the brushes up a bit. Give some variation
-There seem to be no light sources... they're probably just around the corner, but I thought I'd point it out anyway.
-That coathanger/pillar thingy has no shadow.
-I like that fallen file cabinet, but it seems out of scale

Picture 2:
-Texturing on the floor isn't so great.
-That light texture looks fugly.

Picture 3:
-Looks somewhat washed out. Use spotlights on those lights hanging over the conveyor
-Wall texture is incredibly boring IMO
-That room hanging out is just wierd. Add some borders to that glass and change the ceiling and floor textures
-conveyors add to the lag a lot in HLDM :sad:
Re: Test Lab (tentative) Posted by Perin on Mon Mar 29th 2004 at 2:31am
Perin
115 posts
Posted 2004-03-29 2:31am
Perin
member
115 posts 214 snarkmarks Registered: Nov 9th 2003 Location: Canada
Looks nice. I think you should fix the repetition of the textures on the ceiling in pic 3. And you should also put up some support beams or something. That may help eliminate the problem of the textures.
Re: Test Lab (tentative) Posted by ReNo on Fri Apr 30th 2004 at 4:27am
ReNo
5457 posts
Posted 2004-04-30 4:27am
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Looks like somebody is using nearest point texture sampling - they look so blocky :P

Look at maps like cs_office for ideas on how to pull off a convincing office environment - they don't only manage it by using spinky textures, the architecture conveys it too. The map is looking not bad, though a bit "standard", most likely due to some rather simplistic brushwork and the use of default textures. Obviously as its a single player project, going through to retexture is a somewhat daunting and unlikely prospect, so I think you should work on sprucing up the detail in the brushwork where possible.