Re: tm_seether
Posted by trampus on
Sun Feb 15th 2004 at 8:03am
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ohhhhhh, me likes the look of this one!
Re: tm_seether
Posted by Perin on
Sun Feb 15th 2004 at 2:30pm
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Very nice work on this map. I think this would be a good map to play on in TS. I think you should just change the crate textures in picture 1. Other than that, well done Hugh.
Re: tm_seether
Posted by Hugh on
Wed Feb 18th 2004 at 1:59am
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Hey, my maps still certifiably in the beta stage, so comments, suggestions and various other what have yous would be appreciated.
And don't point out the crates in the first pic, I know they're weird. :smile:
Re: tm_seether
Posted by Cassius on
Wed Feb 18th 2004 at 2:06am
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Good, but not great. Needs that extra unf if you see what I mean - something to really define it. And, needs to look more crisp and realistic in general - it's pretty plain.
Re: tm_seether
Posted by Tracer Bullet on
Wed Feb 18th 2004 at 2:28am
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The last pic is by far the best, but you definatly need more dramtic lighting even there.
Re: tm_seether
Posted by Gollum on
Wed Feb 18th 2004 at 9:13am
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Some nice touches - like the fades on the lights - but fairly dull architecture. The shapes aren't interesting enough (look like boxes filled with stuff).
Re: tm_seether
Posted by scary_jeff on
Wed Feb 18th 2004 at 10:02am
Posted
2004-02-18 10:02am
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Overall I like it, but for example the second screenshot deffinately needs more detail. I like the vent and girder thing on the ceiling, but I would imagine you have a lot of spare polys with which you could give the room a more interesting structure (wall supports, joists). If it was me, I would try putting in some kind of crane type thing (maybe attatched to the ceiling) in that room - it could have one of the big containers hanging from it and swaying slightly with a func_pendulum. I don't really know anything about The Specialists, so I can't say anything about the gameplay. Good luck for the competition :smile:
Re: tm_seether
Posted by Pegs on
Wed Feb 18th 2004 at 10:22am
Posted
2004-02-18 10:22am
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nice map there is alot of theme there i would suggest adding a sort of rain thing. E.g. on the windows that are on the cieling make a rain effect on them sort of like the water effect on dh_sunken and maby make a rain sprite for outside this will add your effectness of the theme.
Your second pic looks a bit to much like cs you should try making somthing intersting there (if you have the wpoly) this looks like a fun map to play on aslong as there is lots of explosive weapons :razz:
Overall a nice map
+ you might want to change your map name to tm_seether_beta1 so that when you release it for critisicm you dont release the final version :smile: Although you did mention it was in the beta stage
Anywho Good luck.
Re: tm_seether
Posted by Tracer Bullet on
Wed Feb 18th 2004 at 7:57pm
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Yes I'm talikng about contrast. light_spot is one of the most underused and usefull entities available.
Re: tm_seether
Posted by Gollum on
Wed Feb 18th 2004 at 11:32pm
Posted
2004-02-18 11:32pm
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It's only the first and second screens that look boxy. It may not be practical at this stage to redo the architecture, but you could try breaking up the outline a bit. Try getting some ideas from your favourite custom levels (as long as it's not "Killbox" :wink: ).
Re: tm_seether
Posted by Hugh on
Thu Feb 19th 2004 at 5:48am
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Rightio. I'm gonna guess that room symmetry is bad... not to say that the rooms are clones of each other, but the layout is the same for each.
And I'll get crackin' on some details.
Re: tm_seether
Posted by Hugh on
Fri Feb 20th 2004 at 8:06am
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Danke schoen. :biggrin: I've tweaked and added a bunch of stuff now, so I'll probably update the screens on Friday/Saturday, depending on how many of your ideas I decide to implement (before Friday/Saturday, that is; most of 'em are good :smile: ).
Note that the lighting in the pictures doesn't look like that in-game, I just tweaked the gamma since they looked obscenely dark...
Re: tm_seether
Posted by Hugh on
Sun Feb 22nd 2004 at 11:26am
Posted
2004-02-22 11:26am
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Pah, updated only one of the screens, but I believe it got transformed from the ugliest picture to the prettiest one, so hey. :smile: I've made progress on the other two, but there really hasn't been enough difference to justify a new screenie just yet. So yeah, hope you like the new screen, #2 in case you couldn't tell. :wink:
Re: tm_seether
Posted by 7dk2h4md720ih on
Sun Feb 22nd 2004 at 10:42pm
Posted
2004-02-22 10:42pm
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Hugh, there seems to be something embeedded in the middle section of the wall in screen 2 in two places. One is under the window thing and the other is on the wall perpendicular to it.
Re: tm_seether
Posted by Hugh on
Mon Feb 23rd 2004 at 2:43am
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No, there's nothing embedded there, that's just my crappy video card. :sad:
Re: tm_seether
Posted by Hugh on
Sat Apr 17th 2004 at 5:39am
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... wow. Takes me a long time to update screenshots. Anyway, critique away.
:kitty:
Re: tm_seether
Posted by Tracer Bullet on
Sat Apr 17th 2004 at 6:20am
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I absolutely love screens 2 and 3. However, # 1 is lacking. the glaring thing that bothers me is those fades you have on the lights are WAY to obvious. other than that, it just feels lacking in terms of architecture, but that may just be a function of the angle from which the screen was taken.
Re: tm_seether
Posted by Hugh on
Sat Apr 17th 2004 at 6:33am
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Nah, that first pic doesn't suffer from angle-related architectural deficiencies, I just can't really think of any good details for it (as you have noticed). I'll adjust the fades, though (again.) :smile:
Re: tm_seether
Posted by Hugh on
Thu Sep 2nd 2004 at 3:31am
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Beta version released. It still sucks, but at least this way I'll get some ideas and motivation to finish the bastard.