Booster Tower

Booster Tower

Re: Booster Tower Posted by SkyOniX on Sat Apr 17th 2004 at 6:08pm
SkyOniX
10 posts
Posted 2004-04-17 6:08pm
SkyOniX
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10 posts 21 snarkmarks Registered: Apr 17th 2004 Occupation: Student Location: Louisiana
Booster Tower - Beta

http://www.geocities.com/dillonsayz/Booster.zip

Feedback Please.
Re: Booster Tower Posted by ReNo on Sat Apr 17th 2004 at 6:33pm
ReNo
5457 posts
Posted 2004-04-17 6:33pm
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Bit of a short post to expect anything in the way of feedback, to be honest. Post screenshots, that way people will at least give their opinions on those. Its very rare for people to actually download and test maps these days I'm afraid.
Re: Booster Tower Posted by SkyOniX on Sat Apr 17th 2004 at 6:52pm
SkyOniX
10 posts
Posted 2004-04-17 6:52pm
SkyOniX
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10 posts 21 snarkmarks Registered: Apr 17th 2004 Occupation: Student Location: Louisiana
Well, I posted some screen shots but other than that its not to much to say about it other than play it.
Re: Booster Tower Posted by Orpheus on Sat Apr 17th 2004 at 6:52pm
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Posted 2004-04-17 6:52pm
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
i concur with duncan, but would like to add 2 things..

1) some of us no longer have HL installed, but that doesn't mean we cannot remember what a map should look like :smile:

2) welcome to snarkpit.
Re: Booster Tower Posted by |=Tarosek=| on Sat Apr 17th 2004 at 8:40pm
|=Tarosek=|
39 posts
Posted 2004-04-17 8:40pm
39 posts 64 snarkmarks Registered: Aug 29th 2003 Location: Rochester, NY
Looks nice. This map would be perfect for LAN games, but would probably be boring for anything else. I give it a 3.5/5, even though I can only choose a 3 for the actual rating.
Re: Booster Tower Posted by Tracer Bullet on Sat Apr 17th 2004 at 10:11pm
Tracer Bullet
2271 posts
Posted 2004-04-17 10:11pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
I this is your first map, good job. I'll try to find time today to DL and comment.
Re: Booster Tower Posted by ReNo on Sun Apr 18th 2004 at 1:47pm
ReNo
5457 posts
Posted 2004-04-18 1:47pm
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
It looks a bit grey, to be honest, but it comes across to me as a design choice on your part, so thats fair enough. The problem is that its grey with default HL textures, and those are some horrible textures :sad: You should perhaps experiment with some custom textures - check out the wadfather for a whole load of them...

http://www.planethalflife.com/wadfather

Something that doesn't do your map any favours is your lighting. It seems you have used very few sources, and all of them are the same colour. Having some variation in your lighting could do wonders I think - some small coloured lights here and there to break up the monotonous bright white could improve things greatly.

Architecturally, you have some interesting things in here, but a few things just negate them entirely. Namely - the stairs. As far as I'm concerned, those are not physically possible, no one stair is even attached to the next! Put a trim along the sides or something to hide this problem.

As I said, there are a few things of interest in here, for instance those pillars with the thin centre section. I'm assuming this is an early map of yours, in which case its nice to see you using some degree of variation rather than just make big blocks for everything.

I made a somewhat similar map to this not too long ago, called Seneca, which you might wanna check out for some ideas and inspiration. I used light_spots in that extensively to provide lots of contrast, and I think playing around with them could help out this map too. It can be found in my profile if you are interested :smile:
Re: Booster Tower Posted by Forceflow on Sun Apr 18th 2004 at 4:22pm
Forceflow
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Posted 2004-04-18 4:22pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Looking good. I like the stairs and the way the buildings are constructed.
Re: Booster Tower Posted by ReNo on Sun Apr 18th 2004 at 4:35pm
ReNo
5457 posts
Posted 2004-04-18 4:35pm
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Looking good. I like the stairs and the way the buildings are constructed.
You seriously like the stairs?!
Re: Booster Tower Posted by Cassius on Sun Apr 18th 2004 at 4:39pm
Cassius
1989 posts
Posted 2004-04-18 4:39pm
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1989 posts 238 snarkmarks Registered: Aug 24th 2001
I cringe whenever I see brush railings. It's pointless and blocky.
Re: Booster Tower Posted by ReNo on Sun Apr 18th 2004 at 7:20pm
ReNo
5457 posts
Posted 2004-04-18 7:20pm
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I think if done well it can be ok - provides more interesting semi cover, unlike texture railings which are either total cover or no cover. Of course in HLDM, cover isn't a big issue, in fact hiding behing that brush railing would do more harm than good with the gauss spray.
Re: Booster Tower Posted by Yak_Fighter on Mon Apr 19th 2004 at 1:50am
Yak_Fighter
1832 posts
Posted 2004-04-19 1:50am
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
Depends on the situation. If you're trying to use railings on stairways then the { texture ones just don't cut it. However, if there is no height variation then the { textured railings are superior. (especially if they are func_illusionary and clipped)
Re: Booster Tower Posted by SkyOniX on Mon Apr 19th 2004 at 3:36am
SkyOniX
10 posts
Posted 2004-04-19 3:36am
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10 posts 21 snarkmarks Registered: Apr 17th 2004 Occupation: Student Location: Louisiana
OK....I changed a few things in my map "Booster Pass". I put the fades around the lights as Reno suggested,added a few different colors, and changed the stairs to be more real. Check it out and tell me whatcha think!

Http://www.geocities.com/dillonsayz/Booster.zip
Re: Booster Tower Posted by Tracer Bullet on Mon Apr 19th 2004 at 4:43am
Tracer Bullet
2271 posts
Posted 2004-04-19 4:43am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
I like this map allot. there isn't much in the way of complex archatecture, but the blocky style works quite well. You have kept r_speeds down even though there is zero visblocking. This would be allot of fun on a small LAN.

A couple of suggestiuons:

The fades: make them less obtrusive (lower fx value), add some sprites to supplement them, break them up into smaller chunks that make up the whole shape so they look a bit more volumetric.

You should add some ambient sound coming from those rocket engines.

I might just get rid of the railings if I were you. they don't really fit the theme of the map.
Re: Booster Tower Posted by matt on Mon Apr 19th 2004 at 10:54am
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Posted 2004-04-19 10:54am
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I see blocks, so many blocks!!!! :sad:
Re: Booster Tower Posted by ReNo on Mon Apr 19th 2004 at 1:09pm
ReNo
5457 posts
Posted 2004-04-19 1:09pm
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Tracer has a good point about the fades needing modified - they look too strong, and yet not bright. I think the reason for this is that you have set the render mode to "texture" and given them a high render fx value. Try setting them to render mode "additive" and giving them an fx amount of about 64 or 96, and see if it looks better. It should give a more subtle effect and yet feel brighter...if that makes any sense.

I still think those stairs look bad and could use a little more tweaking, basically by adding a trim. This coud in fact help around the entire map by adding them to all your walkways. I've included a screenshot of a little example I knocked up. Obviously it will increase the r_speed a bit if you use them extensively, but I think they are normally useful in adding a bit of basic detail to a level.

User posted image

Otherwise, it looks as if you are using entity lighting only, rather than any texture lights, but I guess at this early stage its not a huge issue - its something you will want to look into for future levels however.
Re: Booster Tower Posted by 7dk2h4md720ih on Mon Apr 19th 2004 at 10:31pm
7dk2h4md720ih
1976 posts
Posted 2004-04-19 10:31pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
I see blocks, so many blocks!!!!:(
How constructive. It's what we've come to expect though. :rolleyes:

Change the sky to something more interesting. You won't get away with using that sky since it's so prominent. Keep working on it. :smile: