Crackerjacks concept art map..

Crackerjacks concept art map..

Re: Crackerjacks concept art map.. Posted by Orpheus on Sun Sep 21st 2003 at 6:16pm
Orpheus
13860 posts
Posted 2003-09-21 6:16pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
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[color=#ff0000][size=24]The Obligatory warning message:
This is NOT a review, it is to be considered opinion only, and as such totally dis-regarded if it is contrary to the authors intended results.. anything in this critique can be ignored with no ill will or hard feelings incurred..[/color]

User posted image

this area, defines the map IMO.. the potential gameplay is hurt by the r's, but perhaps with HL2.. well anyways, this is HL1 so.. lets just continue..
i have no real complaints from this shot, but since it was my favorite location i just had to post it.. this shot makes me drool... i would seriously consider some visblocking architecture, and possibly releasing this map to the general public.. it is IMO worthy of release..


User posted image
this light.. is simply amazing.. but IMO unfinished..
have you considered having the contents rotate? possibly all as one unit, or maybe have each layer rotate at varying speeds??
it would be worth some experimentation IMO


User posted image

the texture in the center just needs to go.. its a great texture, but not for the use you have incorporated it to..

i would find a more suitable ceiling texture for that big rounded thing.. i cannot suggest what, except in a previous pic you posted, there was an orange type in one shot... that would better suit IMO


User posted image

in this shot, if you turn just a bit to the left, the r's drop to around 600.. you might look into why they zoomed so high for just a mid-level detailed hall.. BTW.. i love this hall.. it was my second favorite area..

User posted image

this small ledge needs some headroom.. but it adds a certain feel to the map.. i hope it makes it to the final version.. very nice

User posted image

there is 10 times more detail than in that hall and yet the r's are much lower.. i feel the chief issue is all, or most of your traveling is done on one plain.. i am betting the engine can see virtually the entire map from that hall..
andways, my only real issue with this area was the illusionary handrails and the lack of any easy way back up from below..


this map has so much potential, i cannot easily grasp it all in only one critique..

i hope you send me future links.. cause i would be highly interested in seeing this maps progress..

thanx, and i hope i was some help..

be good
jon

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Re: Crackerjacks concept art map.. Posted by KoRnFlakes on Sun Sep 21st 2003 at 6:28pm
KoRnFlakes
1125 posts
Posted 2003-09-21 6:28pm
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
looking bloody good tbh, Perhaps I wont discard that texture set after all, Glad to see someone using them :smile:

/me digs it up.
Re: Crackerjacks concept art map.. Posted by GrimlocK on Sun Sep 21st 2003 at 6:46pm
GrimlocK
386 posts
Posted 2003-09-21 6:46pm
GrimlocK
member
386 posts 259 snarkmarks Registered: Mar 7th 2002 Occupation: Self Employed Location: Texas
Those are all your textures KoRn?   If so good job, I really like how the orange works with the grey.
Re: Crackerjacks concept art map.. Posted by KoRnFlakes on Sun Sep 21st 2003 at 6:48pm
KoRnFlakes
1125 posts
Posted 2003-09-21 6:48pm
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
some of them m8, not all.
Re: Crackerjacks concept art map.. Posted by Orpheus on Sun Sep 21st 2003 at 6:50pm
Orpheus
13860 posts
Posted 2003-09-21 6:50pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
GrimlocK said:
Those are all your textures KoRn?   If so good job, I really like how the orange works with the grey.
most of those textures came from shaderlabs site if i recall...

look at KFS's last comp map.. you will note them there as well..
Re: Crackerjacks concept art map.. Posted by GrimlocK on Sun Sep 21st 2003 at 6:57pm
GrimlocK
386 posts
Posted 2003-09-21 6:57pm
GrimlocK
member
386 posts 259 snarkmarks Registered: Mar 7th 2002 Occupation: Self Employed Location: Texas
One minor note, the dimond plating texture in the following pic seems to be scaled pretty high, compare it to the other location where you used the same dimond plating (in the 2nd pic).

 

User posted image

 

User posted image
Re: Crackerjacks concept art map.. Posted by Orpheus on Sun Sep 21st 2003 at 7:00pm
Orpheus
13860 posts
Posted 2003-09-21 7:00pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
you guys might request permission to acquire this bsp..

i have the working link, but not the permission to distribute it..

ask Cracker for it, and i will post the link..
Re: Crackerjacks concept art map.. Posted by Crackerjack on Sun Sep 21st 2003 at 10:35pm
Crackerjack
264 posts
Posted 2003-09-21 10:35pm
264 posts 126 snarkmarks Registered: Feb 28th 2003 Location: DC
Hmm not yet.. wait till i get a finished beta

And then i will release test session and then dust it off but that could be a week WAIT WE DONT HAVE A WEEK

But if its for critquing purposes then PM me and I will give you the link :smile:

Grim: Thanks for notifing me I will be sure to take a look

 

/me opens hammer and works furiously
Re: Crackerjacks concept art map.. Posted by Orpheus on Sun Sep 21st 2003 at 10:39pm
Orpheus
13860 posts
Posted 2003-09-21 10:39pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
speak up fella's.. this map is more than my petty skills can handle.. i need other eyes..
Re: Crackerjacks concept art map.. Posted by Wild Card on Sun Sep 21st 2003 at 11:06pm
Wild Card
2321 posts
Posted 2003-09-21 11:06pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Hey Orph can you post some gl_wireframe 1 of the first 2 pics?  Perhaps with that there is something we might be able to thing of
Re: Crackerjacks concept art map.. Posted by KoRnFlakes on Mon Sep 22nd 2003 at 7:23am
KoRnFlakes
1125 posts
Posted 2003-09-22 7:23am
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
il post some stuff later today.
Re: Crackerjacks concept art map.. Posted by ReNo on Mon Sep 22nd 2003 at 10:25am
ReNo
5457 posts
Posted 2003-09-22 10:25am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
CJ, you have really done some nice stuff here, I look forward to having a closer look. Korn, your textures look excellent alongside the majestic texture set.
Re: Crackerjacks concept art map.. Posted by Crackerjack on Mon Sep 22nd 2003 at 11:40am
Crackerjack
264 posts
Posted 2003-09-22 11:40am
264 posts 126 snarkmarks Registered: Feb 28th 2003 Location: DC
Wild Card: at the moment the map is still early in devolepment so i have to go through with gl_wireframe to see where brushes are cutting into other brushes. And i will post those pics later. Thanks everyone and please pm for the link i still need more eyes in the map for critique 
Re: Crackerjacks concept art map.. Posted by Schmung on Mon Sep 22nd 2003 at 2:13pm
Schmung
63 posts
Posted 2003-09-22 2:13pm
Schmung
member
63 posts 6 snarkmarks Registered: Sep 16th 2003
Thats absolutely drool worthy. Lovely stuff.
Re: Crackerjacks concept art map.. Posted by KoRnFlakes on Tue Sep 23rd 2003 at 9:53am
KoRnFlakes
1125 posts
Posted 2003-09-23 9:53am
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
User posted image

The env_glow's are pure white, the texture is yellow. add some yellow to it m8.

User posted image

you can walk through these bars, which is really dodgy & you shouldnt be able to jump over them either imo m8 because this is what happens:

User posted image

you can see all the null brushes & everything goes pear shaped.

User posted image

The railing end has & piece of rail on it, move the texture horizontally a bit.

User posted image

this texture was designed for half the width horizontally. its really stretched.

User posted image

I think orph already mentioned this but those sprites need to spin & an opposite way each set.

all in all m8, A great little map but the thing I was really dissapointed about was the lack of ambience, It would be 3 times better with some sounds in m8, I suggest you put some work into that.

p.s sorry if this is rushed. I have 2 mins until I timeout.
Re: Crackerjacks concept art map.. Posted by Crackerjack on Tue Sep 23rd 2003 at 10:48am
Crackerjack
264 posts
Posted 2003-09-23 10:48am
264 posts 126 snarkmarks Registered: Feb 28th 2003 Location: DC
LOl im not sure if Orph metnioned this but I should have this map is still very early in devolopment. The reason null textures are bisible is for my purposes what i cleaned up the leaks quickly so i could test compile. The railing dont have clip brushes in the them cause i dont think the need them this early in devolopment. They most deff will be there in the last compile. And yes the idea for the those blue textures to spin has already been implemented i did this yesterday. Thanks for the railing note, and the sprite note i will get on those. But for now thats going to be all the critiques its really to early for these. Thanks alot everyone. There will be more pics to come in the next days.. Hopefully :rolleyes:
Re: Crackerjacks concept art map.. Posted by Crackerjack on Fri Sep 26th 2003 at 10:21pm
Crackerjack
264 posts
Posted 2003-09-26 10:21pm
264 posts 126 snarkmarks Registered: Feb 28th 2003 Location: DC
Okay update on the map:
  • Layout complete
  • R_speeds still need to be fixed. They were lowered a bit.
  • Details almost complete and a scheduled team play test for Sunday. Im looking for at least 10 people to play and 1 to host the game. And i am running on steam. Please PM for more info
  • I would like to thank everyone for the critism and help on the map with out you guys this wouldnt be where it is today. Im still looking for more critiques thanks :smile:
 
Re: Crackerjacks concept art map.. Posted by KoRnFlakes on Fri Sep 26th 2003 at 10:30pm
KoRnFlakes
1125 posts
Posted 2003-09-26 10:30pm
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
<KoRnFlakes^> jongley?
<KoRnFlakes^> watcha doin sunday night?
<jongley> yus
<jongley> nothing
<KoRnFlakes^> mind hosting a hldm server & testing a friends competition map?
<jongley> y
<jongley> ok

What time were you looking for cj?
Re: Crackerjacks concept art map.. Posted by Crackerjack on Sat Sep 27th 2003 at 3:19am
Crackerjack
264 posts
Posted 2003-09-27 3:19am
264 posts 126 snarkmarks Registered: Feb 28th 2003 Location: DC
Hmm anytime will work out cause im free all day

 
Re: Crackerjacks concept art map.. Posted by KoRnFlakes on Sat Sep 27th 2003 at 9:02am
KoRnFlakes
1125 posts
Posted 2003-09-27 9:02am
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
mk well, Il see him sunday morning anyway m8. so I'l talk to him then.