Re: Cratesis
Posted by Tracer Bullet on
Mon Mar 8th 2004 at 4:40am
2271 posts
445 snarkmarks
Registered:
May 22nd 2003
Occupation: Graduate Student (Ph.D)
Location: Seattle WA, USA
Have at it guys. As always harsh crticisim is strongly encouraged :biggrin:
Re: Cratesis
Posted by Cassius on
Mon Mar 8th 2004 at 5:38am
Cassius
member
1989 posts
238 snarkmarks
Registered:
Aug 24th 2001
This is the best Half-Life Deathmatch Map Ever Made!!!!!!!!
Re: Cratesis
Posted by Cassius on
Mon Mar 8th 2004 at 6:21am
Cassius
member
1989 posts
238 snarkmarks
Registered:
Aug 24th 2001
Glass in Half-Life isn't meant to be used so dynamically as to be the surface for a tube or hallway, nor is it very good in broken form, and, in your map, you have both of these, combined into one object no less.
The orangey room looks good, but the greyer room is teh no, mainly because of the side support architecture; it seems like somthing that would fold in on itself; nor is it terribly complex in there.
Triangle roofed- hallways dont exist for a reason, make it an arch.
Re: Cratesis
Posted by Tracer Bullet on
Mon Mar 8th 2004 at 8:21am
2271 posts
445 snarkmarks
Registered:
May 22nd 2003
Occupation: Graduate Student (Ph.D)
Location: Seattle WA, USA
Noted.
I was already thinking of getting rid of that corridor. the glass is gone, but I rather like that impossibly structured room... It's actualy large enough that I'm hitting my r limit in there already, so there won't be much more detail.
Re: Cratesis
Posted by Gollum on
Mon Mar 8th 2004 at 9:51am
Gollum
member
1268 posts
525 snarkmarks
Registered:
Oct 26th 2001
Occupation: Student
Location: Oxford, England
It's too dark! The molten metal looks really good; I hope it scrolls smoothly.
Re: Cratesis
Posted by Tracer Bullet on
Mon Mar 8th 2004 at 4:06pm
2271 posts
445 snarkmarks
Registered:
May 22nd 2003
Occupation: Graduate Student (Ph.D)
Location: Seattle WA, USA
I feel your pain Orph. I've taken to writing critiques in MS word and then pasteing them into the post window in order to avoid this very frustration.
I'll be waiting for it. :smile:
Re: Cratesis
Posted by 7dk2h4md720ih on
Mon Mar 8th 2004 at 4:46pm
1976 posts
198 snarkmarks
Registered:
Oct 9th 2001
In the screen Orph posted there the lighting is very bland. That room not having a roof also doesn't look natural. The sky doesn't suit the lighting either.
In your first screen, those lights in the hallway have no sources.
Nothing else to say that hasn't already been mentioned really. Better textures should be your priority. :smile:
Re: Cratesis
Posted by Sim on
Mon Mar 8th 2004 at 8:11pm
Sim
member
257 posts
96 snarkmarks
Registered:
Sep 30th 2002
Occupation: Student
Location: UK
I love some of the architecture in the pics, especially the walkway and the corridor it leads into in the last one. Feels really original. Nothing else to add really, except that I love the lava bit.
Re: Cratesis
Posted by Gorbachev on
Mon Mar 8th 2004 at 9:02pm
1569 posts
264 snarkmarks
Registered:
Dec 1st 2002
Location: Vancouver, BC, Canada
The lamps seem really chunky.
Re: Cratesis
Posted by Tracer Bullet on
Tue Mar 9th 2004 at 1:07am
2271 posts
445 snarkmarks
Registered:
May 22nd 2003
Occupation: Graduate Student (Ph.D)
Location: Seattle WA, USA
Much thanks all around, and in particular to Orph. Glad to see Orphtiques arent dead... next time I find a moment I'll try to implement some these suggestions.
Re: Cratesis
Posted by Gollum on
Tue Mar 9th 2004 at 10:10am
Posted
2004-03-09 10:10am
Gollum
member
1268 posts
525 snarkmarks
Registered:
Oct 26th 2001
Occupation: Student
Location: Oxford, England
I've just noticed how much this level looks like q2dm8 (er...or maybe 7. Anyway, the one with the crate conveyor!).
Any chance you were inspired by that level?
Re: Cratesis
Posted by Tracer Bullet on
Tue Mar 9th 2004 at 5:41pm
2271 posts
445 snarkmarks
Registered:
May 22nd 2003
Occupation: Graduate Student (Ph.D)
Location: Seattle WA, USA
No. I never really got into quake. every last scrap is purely the product of my imagination.
Re: Cratesis
Posted by matt on
Tue Mar 9th 2004 at 7:56pm
matt
member
1100 posts
246 snarkmarks
Registered:
Jun 26th 2002
Occupation: Student!
Location: Edinburgh
Love the lava machine thingy.
Re: Cratesis
Posted by beer hunter on
Wed Mar 10th 2004 at 1:14am
281 posts
602 snarkmarks
Registered:
Jul 6th 2003
Occupation: Beer taster
Location: The Pub
It needs more crates :razz:
Some textures, especially the crete_ and tnnl_ ones on the floors, are bland, something with more detail and dirty looking will look better.
Control room and stairs leading up to it are too small/narrow and not very nice. Would be more interesting with a bigger control room that overlooked the box machine room.
Scrolling sky fx looks trick but isn't very noticeable.
The corridor at low level between the crate storage and machine rooms is too long IMO.
The rooms are pretty big but the map feels a bit limited in where you can go, could prolly do with more paths between the rooms to give players more options.
The molten metal looks very nice and i like the idea of using a conveyor to get around the map, saves me having to walk :smile:
Re: Cratesis
Posted by Tracer Bullet on
Wed Mar 10th 2004 at 1:49am
2271 posts
445 snarkmarks
Registered:
May 22nd 2003
Occupation: Graduate Student (Ph.D)
Location: Seattle WA, USA
I should have mentioned this at the beginning, but I have been reminded by all the praise it has recieved. I got the molten metal texture from Money Shot through the SPLA map project. I do not know if he made the texture or if he found it somewhere else. in any case much of the coolness of that feature is due to the texture, and he deserves the credit if it is indeed his... Again I'm sorry I neglected this credit at the outset.
Yes, those boxy stairs and control room will have to go...I canot have the control room over-look the machiene though because my r_s are already at the edge of acceptability due to the size of the room.
There is a third main area planned which will drasticly improove connectivity.
As practicaly everyone has mentioned it, I will definatly look into better textures.
Re: Cratesis
Posted by JFry on
Wed Mar 10th 2004 at 10:49am
Posted
2004-03-10 10:49am
JFry
member
369 posts
82 snarkmarks
Registered:
Mar 9th 2004
Occupation: Scumbag
Location: USA
Lots of boxes in this one. The first pic is a bit too /_\ shaped and looks unnatural. The idea about inverting the walls sounded good. Second pic could use some contrasting light coming out of the tunnel with the upper platform. Third pic is very nice and could use some flood lights to show it off, hehe. Perhaps some moving mechanical parts and steam if you don't already have something like that. Not sure if that would lag it tho. The fourth pic is absolutely amazing. I agree about the glass but aside from that this is a great scene. The final pic is nice but it could benefit from something to offset the light. Maybe a row of red lights on the machine's track. All in all the architecture is very clean. Don't forget the cockroaches.
Re: Cratesis
Posted by Tracer Bullet on
Mon Mar 22nd 2004 at 5:28pm
2271 posts
445 snarkmarks
Registered:
May 22nd 2003
Occupation: Graduate Student (Ph.D)
Location: Seattle WA, USA
Update
I haven't yet done any revision, only expansion. all of the geometry is basicaly complete, I "just" neeed to retexture everything and light it properly. :smile:
Re: Cratesis
Posted by Vash on
Mon Mar 22nd 2004 at 7:11pm
Vash
member
1206 posts
181 snarkmarks
Registered:
Feb 4th 2003
Occupation: Afraid of Spiders
That first picture is simply amazing. The lighting and the feel :biggrin:
Re: Cratesis
Posted by Gollum on
Mon Mar 22nd 2004 at 8:17pm
Gollum
member
1268 posts
525 snarkmarks
Registered:
Oct 26th 2001
Occupation: Student
Location: Oxford, England
Agreed - the lighting in pic#1 is very atmospheric; it describes the shapes well.
Re: Cratesis
Posted by ReNo on
Mon Mar 22nd 2004 at 8:24pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
I concur, and I'd almost go so far as to say the default rock texture suits the room too....almost :wink:
Re: Cratesis
Posted by Tracer Bullet on
Mon Mar 22nd 2004 at 9:28pm
2271 posts
445 snarkmarks
Registered:
May 22nd 2003
Occupation: Graduate Student (Ph.D)
Location: Seattle WA, USA
I was pretty suprised by how well that texture fits as well. I guess the orange lighting really helps out.
I'm realizing that the gamma on my computer must be really hihg, because looking at the second two screens form a different computer, I can't see anything at all! how dark do they appear to you guys?
Re: Cratesis
Posted by KoRnFlakes on
Mon Mar 22nd 2004 at 10:01pm
Posted
2004-03-22 10:01pm
1125 posts
511 snarkmarks
Registered:
Jul 3rd 2002
Occupation: Yus!
Location: Norfolk
if ti wasnt for the crappy glowing water, that 2nd img would look very good.
Re: Cratesis
Posted by Adam Hawkins on
Mon Mar 22nd 2004 at 10:28pm
Posted
2004-03-22 10:28pm
858 posts
333 snarkmarks
Registered:
Aug 25th 2002
Occupation: Specialty Systems Manager
Location: Chesterfield, UK
I likes the architecture - lots of nice variations on the standard 90 degree angles. The only criticism I have is with all the nice curves and such, the road going up the cliff-side looks a little awkward with 90 degree bends. Curve it up :smile: You know you want to!
Re: Cratesis
Posted by ReNo on
Wed Mar 24th 2004 at 12:43am
Posted
2004-03-24 12:43am
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
I think I actually preferred the rocks as they were before, but otherwise that is an uber improvement, particularly in the first 3 pics. Please change that lava texture (the static one, not the scrolling one) though, it looks s**t imo :biggrin:
The last screenshot is a bit simplistic I reckon, and it uses that brown light texture when none of the surrounding architecture is brown. The inside corner bit also looks odd - I realise it is just the indents clipped to a corner but it looks awkward, I think you should consider revising it.
All in all, looking good :smile:
Re: Cratesis
Posted by ReNo on
Wed Mar 24th 2004 at 12:49am
Posted
2004-03-24 12:49am
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
Damn, double post :sad:
And I meant to say, the floor in that last shot looks bad too, you should try other textures.
Re: Cratesis
Posted by 7dk2h4md720ih on
Wed Mar 24th 2004 at 1:05am
1976 posts
198 snarkmarks
Registered:
Oct 9th 2001
That arch in the doorway in the third screen looks bad, vertex manip it.
Re: Cratesis
Posted by Vash on
Wed Mar 24th 2004 at 1:10am
Vash
member
1206 posts
181 snarkmarks
Registered:
Feb 4th 2003
Occupation: Afraid of Spiders
There we go Tracer :biggrin: , living up to your full potential.
Re: Cratesis
Posted by esechre on
Wed Mar 24th 2004 at 3:04am
esechre
member
89 posts
39 snarkmarks
Registered:
Mar 19th 2004
Occupation: Student
Location: Adelaide, Australia
really good, especially hte first screen, really nice except arch doorway, i think it would look better if curvy, but looks like youre goiing with that theme or soemting.. Keep it up :razz:
-BB
Re: Cratesis
Posted by scary_jeff on
Wed Mar 24th 2004 at 10:43am
Posted
2004-03-24 10:43am
1614 posts
191 snarkmarks
Registered:
Aug 22nd 2001
Wow! It looks great :biggrin: The only thing I think you should do is scale up the lava btexture a bit, ecause it repeats very obviously. A higher detail texture for the floor of the last shot would be good to, but that's not a big deal to me.
Re: Cratesis
Posted by Ferret on
Wed Mar 24th 2004 at 7:47pm
Ferret
member
427 posts
478 snarkmarks
Registered:
Jan 28th 2002
Occupation: Student
I was really impressed with your first shot, and compared with the other picturs I'd say that the rest totaly lacks. The outside has atmosphere and intereting architecture while the inside has some architecture but is diseased with bland texturing, boring lighting, and little or no atmosphere.
And that lava really needs to go, find a better texture.
Re: Cratesis
Posted by ReNo on
Wed Mar 24th 2004 at 8:44pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
I think the second shot is the nicest personally - the first shot isn't as lit up as I would like, too many large areas of darkness. I agree that its the most architecturally interesting, but I think the second has a nice charm about it, and the lighting along the right looks great. Perhaps the left hand side could use some more light though, bit flat over there.
Re: Cratesis
Posted by Yak_Fighter on
Wed Mar 24th 2004 at 9:50pm
1832 posts
742 snarkmarks
Registered:
Dec 30th 2001
Occupation: College Student/Slacker
Location: Indianapolis, IN
I like the outside bit a good deal but it could use some more lighting. Show off the arcitecture, don't keep it dark. I've got some experience with the meatpack textures you're using there, and I always found them lacking for my needs. A few other textures that work well in combination with them are the Than Industrial wad, textures from the Q3 map Iron Yard, and some of Lunaran's textures. As for that lava, there's a good lava texture in the Deathmatch Classic wad. I'd use that one.
Re: Cratesis
Posted by ReNo on
Wed Mar 24th 2004 at 10:56pm
Posted
2004-03-24 10:56pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
Maybe its a bit too much lava and not enough molten metal for his needs though :sad:
Re: Cratesis
Posted by Orpheus on
Thu Mar 25th 2004 at 12:09am
Posted
2004-03-25 12:09am
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
molten metal, always has sparks associated with it, especially while pouring..
might add to the realism..
Re: Cratesis
Posted by Tracer Bullet on
Thu Mar 25th 2004 at 3:06am
2271 posts
445 snarkmarks
Registered:
May 22nd 2003
Occupation: Graduate Student (Ph.D)
Location: Seattle WA, USA
I agree that particularly in the third shot archatechture is lacking. but the real coolness of it cannot be apreciated from the screens. Most of the work in that area was put into entities, so that machiene has many moveing parts. in many case I used simplistic archatechture because I like large areas, and I am already at or above my r limits (1000-1100).
I don't know why the molten metal texture looks like that. it seems to be scaled down by a factor of five from the in editor apearence :sad:
I'm useing both the texture packs you mention Yak (meatpack, than_industrial) along with some others. the one thing I am really dissatisfied with is the textureing on the big crate-making machiene. at the moment it's all in a grungy dimmond plate texture because I couldn't find anything I liked better. would any of you texture fiends out there like to have a crack at it?
Re: Cratesis
Posted by Tracer Bullet on
Fri Mar 26th 2004 at 2:02am
2271 posts
445 snarkmarks
Registered:
May 22nd 2003
Occupation: Graduate Student (Ph.D)
Location: Seattle WA, USA
huge freaking double post
Re: Cratesis
Posted by Crono on
Fri Mar 26th 2004 at 2:13am
Crono
super admin
6628 posts
700 snarkmarks
Registered:
Dec 19th 2003
Location: Oregon, USA
You still have three days lol.
By the way, it's looking good, I don't really have any suggestions though, not unless I played it for awhile.
Re: Cratesis
Posted by Wild Card on
Fri Mar 26th 2004 at 2:17am
2321 posts
391 snarkmarks
Registered:
May 20th 2002
Occupation: IT Consultant
Location: Ontario, Canada
Looks good, and TB, if you need hosting, I've got 20mb at Angelfire (I used to have 50 but they downgraded me :sad: )
And there is no upload size limit.
First and last pic look good. Second, the lava tex seems too scaled big. And the wall texture looks kinda repetitive.
Re: Cratesis
Posted by Tracer Bullet on
Fri Mar 26th 2004 at 2:50am
2271 posts
445 snarkmarks
Registered:
May 22nd 2003
Occupation: Graduate Student (Ph.D)
Location: Seattle WA, USA
Nah. No time at all Crono. I'm leaving for California tomorow morning.
Thanks for the offer WC, but Orph has solved that problem for me.
I'm still calling this a beta, but I really don't forsee much more work going into it.