Re: New map: Vent (beta 2)
Posted by Tracer Bullet on
Sat Sep 13th 2003 at 10:39am
Posted
2003-09-13 10:39am
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Occupation: Graduate Student (Ph.D)
Location: Seattle WA, USA
I've down loaded it, but as I'm compiling a map of my own atm it will be a while before I post my comments.
Re: New map: Vent (beta 2)
Posted by Sim on
Sat Sep 13th 2003 at 11:13am
Posted
2003-09-13 11:13am
Sim
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I'll take a look later today. But it looks like you're maps are rapidly improving.
Re: New map: Vent (beta 2)
Posted by Ryandor on
Sat Sep 13th 2003 at 7:31pm
Ryandor
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I almost forgot..
There's a inaccessable(at this point) elevator in there. I'm undecided as to whether to include it or not as of yet.
I find elevators annoying in DM maps, but then that's sort of the point, in a way. Since I already have two, a third might be too much. You can find it by using noclip.
Should I keep it or dump it?
-Ryandor
Re: New map: Vent (beta 2)
Posted by Ryandor on
Sat Sep 13th 2003 at 11:15pm
Posted
2003-09-13 11:15pm
Ryandor
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LOL! Thank you for the review, but as I said, I was looking for ideas on how to improve the map as far as textures and lighting. As you point out (quite rightly) the lighting leaves a bit of lacking.
Yes, I know the button is going the wrong way. I've yet to fix that as I want to get more important parts of the map finished.
The button does as it says, and is an actual test fire for the rocket. If there is another player in the silo (near the bottom) they'd realize it very quickly. I need to add some kind of "feekback" system for the person in the control room however. I'm thinking a rotating light/PA annoucement thing. Again, other, more important aspects are to be worked on first.
The whole area between the staircase and the vent system needs overhaul. I'm not quite sure what to do with this whole area. Originally it was a simple hallway. Vis problems prevented that. Then it was a "storage" room. Didn't work like I expected. Then it was an elevator shaft. See previous post on that. Plus I didn't like it. (The closets are a left over the elevator shaft actually and WILL be sealed/removed). I'm very open to suggestion on that part if anyone has ideas.
As far the the flow goes, you are right and I was trying to think of a way to improve it. Your comment on connecting the rooms to it got me to thinking, and I think I may have something. Basically an "emergency hatch" from the "key rooms" (as I call them) to the silo. Hopefully they'll turn out ok.
The slow lift to hell in the silos was semi-intentional (so as to be an easy target when you're on them) but it's getting really annoying to me as well. A speed-up will be made.
I noticed the grating loks off as well but I can't figure out what's wrong with it. It's only a func_wall with rendure: texture/255 set to it. What could be the problem?
At any rate, thank you for the review. I do appreciate any and all feedback. Is there anything else in particular you could reccommend as far as how to get good lighting? I'm also not very happy with the textures. Any ideas there?
Thanks much.
-Ryandor
Re: New map: Vent (beta 2)
Posted by Ryandor on
Sun Sep 14th 2003 at 1:30am
Ryandor
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Yup, it would appear that he's.. how should I put it...
DEAD
:P
Re: New map: Vent (beta 2)
Posted by Ryandor on
Sun Sep 14th 2003 at 2:11am
Ryandor
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Oh duh.. that would be why the grate glows..
As for the wadfather, while they have lots of cool textures, I've found that it's not organized very well at all. Not to mention the site itself is slow as dirt (me being on a dialup, it's expected though)
I'm thinking of going to a friend's who has cable and leeching the entire site one of these days :biggrin:
As I type this I'm playing around with making a different lighting fixture in the staircase. Instead of "standard flourecent fixture" I'm trying to make one of those round type hanging lights. Round is such a pain...
Good idea on the spot lights in the silo, TB. That should turn out better than it is now.
-Ryandor
Re: New map: Vent (beta 2)
Posted by Tracer Bullet on
Sun Sep 14th 2003 at 5:13pm
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Much improved :biggrin:
those drop down lights create a very nice shadowing effect.
(not lighting) you might try putting some sort of head cap on those vertical supports. They are a bit boring, especialy when compared to that excelent detailed piping.
(also not lighting) the stairs are also pretty bland. try useing a trim texture for the rise. (the vertical face)
Re: New map: Vent (beta 2)
Posted by Hornpipe2 on
Sun Sep 14th 2003 at 5:17pm
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Your first screenshot on your page looks pretty boring. Like, just some computers and oddly textured pillar things. Maybe add some crap on the floor or something, I dunno. You might consider prefab crates :biggrin:
EDIT: Maybe there's an opportunity to cut a hole/trough/channel in the ceiling, put some pipes in it and cover that with a transparent grate. Or you could do that on the floor - a tried and true method!
Re: New map: Vent (beta 2)
Posted by Ryandor on
Sun Sep 14th 2003 at 6:11pm
Ryandor
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crates = Evil
nuff said.
Floor grate/pipes are a good idea though.
-Ryandor