Thathv

Thathv

Re: Thathv Posted by fraggard on Fri Jul 9th 2004 at 3:30am
fraggard
1110 posts
Posted 2004-07-09 3:30am
fraggard
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1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
Just a small map I'm making... I have most of the architecture complete, but I still have to go to work on the sounds, etc. Comments please :smile:

User posted image User posted image

User posted image User posted image

r's are generally low, peaking off at around 850, but not crossing that mark. It's pretty small, basically the four areas you see are the whole map :smile: Tell me what you think
Re: Thathv Posted by Ferret on Fri Jul 9th 2004 at 4:35am
Ferret
427 posts
Posted 2004-07-09 4:35am
Ferret
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427 posts 478 snarkmarks Registered: Jan 28th 2002 Occupation: Student
dont photoshop brightness, it looks really bad like that.
Re: Thathv Posted by Cassius on Fri Jul 9th 2004 at 5:27am
Cassius
1989 posts
Posted 2004-07-09 5:27am
Cassius
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1989 posts 238 snarkmarks Registered: Aug 24th 2001
Ferret said:
dont photoshop brightness, it looks really bad like that.
Re: Thathv Posted by Ferret on Fri Jul 9th 2004 at 5:31am
Ferret
427 posts
Posted 2004-07-09 5:31am
Ferret
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427 posts 478 snarkmarks Registered: Jan 28th 2002 Occupation: Student
Cassius said:
Ferret said:
dont photoshop brightness, it looks really bad like that.
Re: Thathv Posted by Cassius on Fri Jul 9th 2004 at 5:40am
Cassius
1989 posts
Posted 2004-07-09 5:40am
Cassius
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1989 posts 238 snarkmarks Registered: Aug 24th 2001
Ferret said:
Cassius said:
Ferret said:
dont photoshop brightness, it looks really bad like that.
What have I done?! [/derail]

Sorry Frag, I couldn't help myself. I suppose a bit of real critique is deserved, then.

In the second and third pictures especially, the architecture looks quite... bizzare. It's like a mix and match of different ideas and concepts, all streamlined with the same texture set. What is the light fixture in picture two?

This map with a more coherent architectural style gets my thumbs up.
Re: Thathv Posted by fraggard on Fri Jul 9th 2004 at 6:26am
fraggard
1110 posts
Posted 2004-07-09 6:26am
fraggard
member
1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
Cassius said:
In the second and third pictures especially, the architecture looks quite... bizzare. It's like a mix and match of different ideas and concepts, all streamlined with the same texture set. What is the light fixture in picture two?

This map with a more coherent architectural style gets my thumbs up.
That is supposed to be the Power Generator of Doom!!11eleven but it hasn't really worked out :/ And probably put up better screens as well
Re: Thathv Posted by Tracer Bullet on Fri Jul 9th 2004 at 6:57am
Tracer Bullet
2271 posts
Posted 2004-07-09 6:57am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
I very much like the bottom right pic, but the rest... I'm not really sophisticated enough in my analysis to say what is wrong from the screens, I just don't like the others very much. Probably somthing along the lines of what Cass said. and yeah, get some better screens up.
Re: Thathv Posted by JFry on Fri Jul 9th 2004 at 8:29am
JFry
369 posts
Posted 2004-07-09 8:29am
JFry
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369 posts 82 snarkmarks Registered: Mar 9th 2004 Occupation: Scumbag Location: USA
1<sup>st</sup> screen: Way too many lights! I counted something like 12 lights and yet none of them cast enough ambient light into the area to properly light it. In real life people generally don't build structures with that many lights and it looks odd when you see it in a video game (unless there is a good story behind it). Nice architecture here tho.

2<sup>nd</sup> screen: I agree with Cassius on this one, the brushwork isn't too flattering. Again, people don't just build giant dangerous generators in the middle of a room and call it a day. I think it would look good if you lowered the floor around the base of the generator and put up a guard-rail surrounding it. Hope I explained that right cuz it looks cool in my head haha. Also the red squarish looking thing doesn't do much for the scene and is probably raising r_speeds a bit much.

3rd screen: I like this one alot. The architecture looks pretty good and I like the steam coming out of the vents. I think it could look better with some fancier textures tho (this applies to all the screens).

4th screen: From what I can see it looks ok, but the red and blue alternating lights just looks wrong. I think the texturing looks best on this screen.

I like the elaborate brushwork of this map but there are also some flaws (most noticably pic 2). The lights don't seem to be working too well and there isn't much contrast. Textures are over-simplified but the ones in the 4th pic look good. I'd use that as a base scheme for the rest of it. This map looks like it needs a bit of work but I think it'd be worth it in the end. This might sound wierd but try writing a background story for the level. Even if you don't include it in the readme it can help alot to flesh out your ideas and can end up going a long ways in terms of ambience.
Re: Thathv Posted by Crono on Sun Jul 11th 2004 at 10:30am
Crono
6628 posts
Posted 2004-07-11 10:30am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
The textures you currently have don't begin to accent the architecture you have there.

The architecture its self is wonderful, but the textures give it an incredibly blan look. Some more variation seems to be in order.
Some, blues would do this map wonders :).
Looks like it needs some altered rustish textures. and some steel and metal textures too.

There seems to be too much light for the amount of light fixtures you have, either add some more fixtures (which would accent the architecture nicely, like floor lights), or dim it down.