dm_gimmick

dm_gimmick

Re: dm_gimmick Posted by wil5on on Sun May 23rd 2004 at 3:45am
wil5on
1733 posts
Posted 2004-05-23 3:45am
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
Check the screens, tell me what you think. Any problems you see, tell me and I might fix them. I'll probably put the map up in a week or so.
Re: dm_gimmick Posted by Crono on Sun May 23rd 2004 at 5:01am
Crono
6628 posts
Posted 2004-05-23 5:01am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Shot 1:
The ceiling's texture needs to be re-aligned and scaled down. Try aligning the outer black edge of the texture to the corners of the room.

Shot 3:
The ceiling has the same problem as shot 1. Also, the texture on the wall does not transition well around the corner. Try putting some sort of post or something at the corner for the transition.

Shot 4:
It looks like the middle of the ceiling has the Sky texture. Build the brushes for the edges of that opening and raise the sky up.

The water would look a bit better if it was slightly more transparent.

Shot 5:
Very nicely detailed. This area seems much more 'alive' then the other areas. (Rs are getting up there though).

Overall:
The map seems rather bland.

Suggestions:

Lighting:

Put in some better lighting.

Try adding some texture lights to the walls near the ground in some areas. (such as in shot 3).

Some spotlights (shown as hanging lamps) in area of shot 2, would look pretty good.

Architecture:
The architecture looks too boxy.
Try replicating the same style you have in shot 5 in the other areas.

So, I hope that all helps. The map looks really interesting; it just doesn't captivate that well.

I think if you made it a bit "prettier" it would be badass. (more detailed textures wouldn't hurt either :wink: ).
Re: dm_gimmick Posted by The_6th_monkey on Sun May 23rd 2004 at 10:07am
The_6th_monkey
73 posts
Posted 2004-05-23 10:07am
73 posts 37 snarkmarks Registered: Nov 29th 2003 Location: !!EARTH!!
w_poly in the second and last screenshot are to high
Re: dm_gimmick Posted by Anomaly on Sun May 23rd 2004 at 11:28pm
Anomaly
21 posts
Posted 2004-05-23 11:28pm
Anomaly
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21 posts 32 snarkmarks Registered: May 6th 2004 Occupation: graphic designer Location: NC
Crono makes some very valid points.

I like the design of the lights in the first picture - is that a glass entity covering them?

Overall, it's shaping up pretty nice and I look forward to fragging in it.
Re: dm_gimmick Posted by 7dk2h4md720ih on Mon May 24th 2004 at 8:29am
7dk2h4md720ih
1976 posts
Posted 2004-05-24 8:29am
1976 posts 198 snarkmarks Registered: Oct 9th 2001
Crono pointed out all of the things I could see. Was going to run through it fully but then I saw this...
Any problems you see, tell me and I might fix them.
Re: dm_gimmick Posted by wil5on on Mon May 24th 2004 at 12:34pm
wil5on
1733 posts
Posted 2004-05-24 12:34pm
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
Lol, yeah. I'm getting a bit lazy :biggrin:

No replacement shots, but I've been hammering away. That ceiling texture has been fixed, and I've even spinkeefied the ceiling there a bit for some interestingness. I've also fixed the majority of the "texture doesnt go around the corner well" problems. The sky bit has yet to be fixed, but I can assure you itll get fixed before the next compile. The water is more transparent now too. Lighting is slightly improved in some areas, muchly improved in others.

No, there are no glass entities over any of the lights. Thats pure +0~TNNL_LGT :smile:

EDIT: oh yeah, shot 3, the truck now has headlights on. That area was a bit dark for my liking... Hanging lights from the ceiling will also be done.
Re: dm_gimmick Posted by 7dk2h4md720ih on Mon May 24th 2004 at 2:54pm
7dk2h4md720ih
1976 posts
Posted 2004-05-24 2:54pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
Well if you ever feel like putting in the effort I wouldn't mind having a run through it for ya. :smile:
Re: dm_gimmick Posted by omegaslayer on Mon May 24th 2004 at 7:29pm
omegaslayer
2481 posts
Posted 2004-05-24 7:29pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
second to last pic is a little strange with the sky, and some of the polies are a bit high in a few places (but you could probably solve that), other than that the map looks like a HLDM, I just dont know about the "gimmick" part.
Re: dm_gimmick Posted by wil5on on Tue May 25th 2004 at 5:57am
wil5on
1733 posts
Posted 2004-05-25 5:57am
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
Myeh, I've fixed it up a bit. I'll have to compile to see how it really looks, and I've still got to figure out a way to fix them r's, but I'm glad wpoly is under 1000 for 99% of the map (probably a 1<sup>st</sup> for me :lol: ).
Re: dm_gimmick Posted by 7dk2h4md720ih on Tue May 25th 2004 at 9:17pm
7dk2h4md720ih
1976 posts
Posted 2004-05-25 9:17pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
The red beam in the fourth shot looks out of place, and those massive lights hanging off it would drag it into the water. Add frames around your doorways to give them a more solid feel. I like the walls in the fifth shot. :)
Re: dm_gimmick Posted by wil5on on Fri May 28th 2004 at 11:03am
wil5on
1733 posts
Posted 2004-05-28 11:03am
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
I've improved the map, make thy judgements. Downloadable shortly methinks...
Re: dm_gimmick Posted by 7dk2h4md720ih on Fri May 28th 2004 at 1:12pm
7dk2h4md720ih
1976 posts
Posted 2004-05-28 1:12pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
Getting it now. :smile:
Re: dm_gimmick Posted by 7dk2h4md720ih on Fri May 28th 2004 at 2:01pm
7dk2h4md720ih
1976 posts
Posted 2004-05-28 2:01pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
User posted image

1. Those lights you have in a good few places are pretty think, they don't look natural. Half as thick would look better. Add a bit of concrete where the red supports touch the wall to make them look more solid. The texture used under the train tracks is very low quality. The room is a bit bright and sterile overall.

User posted image

2. I know it's a pain in the ass but align those textures.

User posted image

3. This alcove could do with a frame around it, as could the door contained within.

User posted image

4. A close-up of the offending door. Put a frame on it and recess it into the wall and it'll look much nicer.

User posted image

5. Try and steer away from using big boxes and crates in such abundance. If you want to keep them, rotate some of them so they're not all at 90 degree angles and put them one unit above the ground to stop the face splitting.

User posted image

6. This railing is a bit thin and has a poor texture on its top. A pillar to smoothen the texture transition on hte wall would be nice. You could steal one of the pillars on the left which aren't being used to hold anything up! :razz:

User posted image

7. This big block of metal doesn't look right, change the side texture to something more vertically suitable . :smile:

User posted image

8 Big lights, frame around the door, concrete for the red support. :wink:

User posted image

9. Just a small error.

User posted image

10. You're going to need a frame around this too. The whole wall is extremely thin too, it doesn't look like it would support it's own weight.

User posted image

11. Move the organge bit embeddind in the wall out by about 32 units to give it a bit of depth.

User posted image

12. Those supports under the walkway need something extra but I can't think of anything to suggest.

User posted image

13. Set your waveheight to 0 to get rid of this problem, waves dont look that nice anyway. :smile:

User posted image

14. This is cool, but the door could do with a frame (If I have to say that one more time). A couple of admonitary red lights in hte bottom pointing up would add a little variation.

User posted image

15. Add something onto the bottom of the metal grating so it doesn't end abruptly.

User posted image

16. Eek. Some texture variation please. If you want to be lazt just move every second step texture 8 units over.

User posted image

17. You can get up here using the train, put some goodies here.. or another of your infernal f**king death machines that are scattered around the place. :biggrin:

User posted image

18. Mmm very nice, you'd have to blind for it to catch you out though.

User posted image

19. Very cool effect. Notice I thought it was a different room and tried to shoot though. Is this really the kind of person you want mapping advice from? I never noticed that button on the wall.. wonder what it does. Knowing you, it probably makes the gun range take revenge and shoot you back.

User posted image

20. Maybe they have magical floating lifts where you come from, but I think it needs a support. :smile:

Hope this was of use to you. I enjoyed the map, and was just focusing on the bad stuff here. :smile:
Re: dm_gimmick Posted by wil5on on Fri May 28th 2004 at 2:07pm
wil5on
1733 posts
Posted 2004-05-28 2:07pm
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
Well thanks for your comments A_S, I'll implement some of your ideas (fixing that door and the crates would be a major one).

You might want to try pressing that button, preferably while a n00b is camping the egon... :dodgy:
Re: dm_gimmick Posted by wil5on on Sun May 30th 2004 at 5:57am
wil5on
1733 posts
Posted 2004-05-30 5:57am
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
1. Fixed the thick lights...

2. Honestly, I cant be assed to fix that.

3. Fixed.

4. Fixed.

5. Boxes have been raised and some have been rotated.

6. Well... I fixed the railing, and did something to help the texture transition... It looks better now.

7. Fixed.

8. Fixed.

9. Fixed.

10. Fixed.

11. Fixed.

12. I couldnt think of anything either...

13. Fixed.

14. Oh FFS I forgot to put in the frame! Oh well, the lightings been made cooler (red pointing up like you suggested)

15. Fixed.

16. Well, I did do something there... You'll see...

17. No more death machines... theres some batteries and satchels there now.

18. Youd be surprised...

19. Originally that was another room under there, but I thought a reflection would look better.

20. There was no support because it interfered with the reflective floor. It has been fixed... in a way.

Compiling now! :smile:
Re: dm_gimmick Posted by Gwil on Sun May 30th 2004 at 11:50am
Gwil
2864 posts
Posted 2004-05-30 11:50am
Gwil
super admin
2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
Overall you just need to add depth to your walls - supports, pillars, curves, recesses, fixtures/fittings... it all feels a little too boxy currently.

Adding "lips" to edges as well, such as where the train rail is recessed in that "trench" - little details like adding hazard lines on the edge, or even slight kinks in the shape of the trench walls will spice it up nicely. As Crono says, variation is your friend!
Re: dm_gimmick Posted by Desert Gunner on Fri Dec 24th 2004 at 2:06am
Desert Gunner
36 posts
Posted 2004-12-24 2:06am
36 posts 4 snarkmarks Registered: Nov 30th 2004 Location: United States
The download link isn't working!! I wan't to check out the map!!!