Feculence

Feculence

Re: Feculence Posted by Tracer Bullet on Fri Oct 8th 2004 at 7:07am
Tracer Bullet
2271 posts
Posted 2004-10-08 7:07am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
The map is too big for my pit... any chance of a host? looks over at Orph

Oh yes, in case no one recognizes it, that rock texture I'm using was made by Cassius.

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

User posted image
User posted image
User posted image
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<A href="http://www.snarkpit.com/pits/tracer%20bullet/feculence_b50006.jpg" target=_blank>User posted image

</A>
Re: Feculence Posted by Hugh on Fri Oct 8th 2004 at 8:41am
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Posted 2004-10-08 8:41am
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Looks excellent and NS-ey. Maybe add some transparent grating to the floor in the first pic, but definitely awesome work sir.
Re: Feculence Posted by Leperous on Fri Oct 8th 2004 at 9:28am
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Posted 2004-10-08 9:28am
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First 2 pics don't look terribly good- get new textures for a start :/ Though I like pics 4 and 5; might be worth trying to put more details (pipes, machinery, wires etc.?) in the latter.
Re: Feculence Posted by Gollum on Fri Oct 8th 2004 at 9:31am
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Posted 2004-10-08 9:31am
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I like it. Good to see you continue one of your favourite themes - flowing fluids. Careful with the r_speeds though; unless you have some VISblocking planned, they are likely to go up rather than down before you finish the map. Some places may be just a bit too open. Also, the red and green are fine separately, but together they can look garish. The large square metal texture looks bad when misaligned or applied to walls that are too small for it. The thin rock arches (or are they metal? pic1) lack the convincing structural weight of your corridor detailing.
Re: Feculence Posted by scary_jeff on Fri Oct 8th 2004 at 10:17am
scary_jeff
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Posted 2004-10-08 10:17am
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I love the green goo waterfalls. Te rocks in shot 4 look great, and shot 4 looks good as well - I think you could increase the intensity of those red lights though. I know it's the same old advice, but if those white lights aren't light_spots already, add them, and if they are, make them a bit stronger.

I can host a map or 3 on my ISP space - but surely everyone here who has an ISP has at least ten megs of their own ISP space? You could get lucky, some give you up to around 200 megs I think.
Re: Feculence Posted by Pvt.Scythe on Fri Oct 8th 2004 at 10:37am
Pvt.Scythe
730 posts
Posted 2004-10-08 10:37am
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Is it just me or does that map look a bit too dark(and brown). Those "goofalls" are looking good. ...and then a small and maybe stupid question: How do you start a thread like this(for your map I mean)?
Re: Feculence Posted by scary_jeff on Fri Oct 8th 2004 at 11:18am
scary_jeff
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Posted 2004-10-08 11:18am
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You have to add a map to your profile first, then you have the option of starting a thread about the map.
Re: Feculence Posted by BlisTer on Fri Oct 8th 2004 at 1:15pm
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Posted 2004-10-08 1:15pm
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pic 5 looks really good, nice overall atmosphere
Re: Feculence Posted by Cassius on Fri Oct 8th 2004 at 4:20pm
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Posted 2004-10-08 4:20pm
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<TABLE cellSpacing=2 cellPadding=2 width="95%" align=center bgColor=black>

<TR>
<TD style="FONT-SIZE: 11px; COLOR: gold">? posted by Tracer Bullet</TD></TR>
<TR>
<TD bgColor=#151515>
Oh yes, in case no one recognizes it, that rock texture I'm using was made by Cassius.

</TD></TR></TABLE>
<TABLE cellSpacing=2 cellPadding=2 width="95%" align=center bgColor=black>

<TR>
<TD style="FONT-SIZE: 11px; COLOR: gold">

? posted by Leperous

</TD></TR>
<TR>
<TD bgColor=#151515>First 2 pics don't look terribly good- get new textures for a start :/</TD></TR></TABLE>
User posted image
Re: Feculence Posted by pepper on Fri Oct 8th 2004 at 6:11pm
pepper
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Posted 2004-10-08 6:11pm
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A bity dark, but those cliffs look great, although the water looks a bit to light, its fell greenish but the rocks under it are very dark, try to simulate the radiation wiht some green point lights.
keep it up, im very curious!
Re: Feculence Posted by Tracer Bullet on Fri Oct 8th 2004 at 6:40pm
Tracer Bullet
2271 posts
Posted 2004-10-08 6:40pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Thanks for the comments all :smile:

I'll see waht I can do about implementing some of these and get back to you with more screens

In terms of R's it's not as bad as it seems. Keep in mind that some of those screens were taken from places where the player can't actualy access. Particularly the cliff shots. When you are running around there the r's average around 600.

And, no worries Cass. I don't think Lep was refering to your Uber rock texture. Its staying in any case :biggrin:
Re: Feculence Posted by G.Ballblue on Fri Oct 8th 2004 at 7:48pm
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Posted 2004-10-08 7:48pm
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That slime looks a little too bright...

Out of curiousity, how many ks/megs is your map worth?
Re: Feculence Posted by Pvt.Scythe on Sat Oct 9th 2004 at 10:05am
Pvt.Scythe
730 posts
Posted 2004-10-09 10:05am
730 posts 113 snarkmarks Registered: Sep 19th 2004 Occupation: student Location: Finland
scary_jeff said:
You have to add a map to your profile first, then you have the option of starting a thread about the map.
...and how does this option manifest itself? I haven't found a link or anything yet...
Re: Feculence Posted by Crono on Sat Oct 9th 2004 at 11:14am
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6628 posts
Posted 2004-10-09 11:14am
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Under the MAP forum, click New Topic, the following screen will ask you for information as well as ask you to select a map that you have loaded into your profile through a dropdown.
Re: Feculence Posted by Pvt.Scythe on Sat Oct 9th 2004 at 12:52pm
Pvt.Scythe
730 posts
Posted 2004-10-09 12:52pm
730 posts 113 snarkmarks Registered: Sep 19th 2004 Occupation: student Location: Finland
:grenade: image of my stupidity

Crono: Thank you. That sorted it out...
Re: Feculence Posted by Agent Smith on Sat Oct 9th 2004 at 1:10pm
Agent Smith
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Posted 2004-10-09 1:10pm
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I'd agree with most comments about the first and second screen Tracer, but I've got to say I'm impressed with the third and forth screens. I had to look twice, just to make sure they weren't from a UT2004 map or something, because thats the feel I got from them.

I like most of the texturing and brush work, though its a bit dark even for me :smile: . The radioactive waste also seems a bit too bright for the map, but then again the HL engine seems to like making water textures glow in the dark. If your trying to fix that I found making the textures darker generally works, as I did in pegasus to make the water dark.

Generally top stuff though, obviously needs some more work in parts, but looking very good so far.
Re: Feculence Posted by Tracer Bullet on Fri Oct 15th 2004 at 5:29am
Tracer Bullet
2271 posts
Posted 2004-10-15 5:29am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
update
I've altered the pillars to appear more solid, and retextured the floor. I've also increased the direct light scale to 3 so direct lighting should be half-again brighter.
User posted image
I sunk the floor here some. It's also another example of the difference changing the dscale has made.
User posted image
I've darkened the color of the slime some so it matches the lighting.
User posted image
I've articulated the floor around the goo-pool and added transparency to the grating.
User posted image

Predicatably, r_speeds have increased some in the main area, but they are still always under 1200, and rarely reach 1100. However I'm noticing a pretty significant FPS hit and I'm not sure why as I've seen much higher r's rendered on my system without this performance hit. Any ideas?

Is there lag associated with Func_rotating ents or env_shooters?
Re: Feculence Posted by Crono on Fri Oct 15th 2004 at 5:41am
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Posted 2004-10-15 5:41am
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Badass, man.

The only thing I think should change is the lighting color of the "goo". I think it'd look a little better if the light eminating was a brighter (higher value) of green and bit more brightness (light level). I think it might be worth a try. But those retextures and architecture changes are great.
Re: Feculence Posted by Tracer Bullet on Fri Oct 15th 2004 at 5:49am
Tracer Bullet
2271 posts
Posted 2004-10-15 5:49am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Thanks.

I've already got the light on the slime set to almost true-green (0 255 25). I suppose I could go all the way but I'm not sure how much difference it would make.
Re: Feculence Posted by Crono on Fri Oct 15th 2004 at 7:17am
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Posted 2004-10-15 7:17am
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Yeah, I don't know.
It just seems it would look more awesome if it were REALLY glowing bright, but having the 'slime' not actually being that bright.

I suppose, just keep tweaking it until you're satisfied :smile:

By the way, I thought of something else that might be a pretty cool effect: in shot 3 you have the slime pouring onto a platform that looks like a grate. If you can see under that area (I don't know if you can, obviously) it'd be pretty cool if you made some small 'slime' falls under the platform to make it look like the slime is dripping through. It's just a thought though.

But it's definitely looking better.
Re: Feculence Posted by Cassius on Fri Oct 15th 2004 at 7:21am
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Posted 2004-10-15 7:21am
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Me likey.
Re: Feculence Posted by Tracer Bullet on Sat Oct 16th 2004 at 11:15am
Tracer Bullet
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Posted 2004-10-16 11:15am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Download now available. Courtesy of Forceflow :smile:

http://angelfire.com/theforce/latijn5/feculence.htm
Re: Feculence Posted by Orpheus on Sat Oct 16th 2004 at 12:08pm
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Posted 2004-10-16 12:08pm
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LOL, you've had access to my briefcase for how long, and you didn't use it for this? :lol:
Re: Feculence Posted by Forceflow on Sat Oct 16th 2004 at 12:31pm
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Yay ! Looks great !
Re: Feculence Posted by Tracer Bullet on Sat Oct 16th 2004 at 11:23pm
Tracer Bullet
2271 posts
Posted 2004-10-16 11:23pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
I thought you said it was full? I didn't want to take up more space, especially with those... um downloads so kindly set up for me.
Re: Feculence Posted by Orpheus on Sat Oct 16th 2004 at 11:26pm
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Posted 2004-10-16 11:26pm
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Tracer Bullet said:
I thought you said it was full? I didn't want to take up more space, especially with those... um downloads so kindly set up for me.
no wasn't full, i just needed room for the.. taboo

all i needed was non-essential files removed when done :smile:

i removed the win2000pro i had in there :biggrin:

lots of room now.
Re: Feculence Posted by Tracer Bullet on Sun Oct 17th 2004 at 12:57am
Tracer Bullet
2271 posts
Posted 2004-10-17 12:57am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Okay. I'll remember that in future :smile:
Re: Feculence Posted by Gwil on Sun Oct 17th 2004 at 1:44am
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Posted 2004-10-17 1:44am
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Texture variation/colour balance. The whole thing smacks of that "quake
2 brown" thing going on... a personal pet hate for me perhaps, but it
looks ugly :/

havent ran round and played so tis all hearsay, but thats the only thing i've seen that needs work.
Re: Feculence Posted by Tracer Bullet on Sun Oct 17th 2004 at 2:20am
Tracer Bullet
2271 posts
Posted 2004-10-17 2:20am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Gwil said:
Texture variation/colour balance. The whole thing smacks of that "quake 2 brown" thing going on... a personal pet hate for me perhaps, but it looks ugly :/

havent ran round and played so tis all hearsay, but thats the only thing i've seen that needs work.
I thought someone might mention that... It is a texture pack that was intended for Quake3, but I rather like it. :razz:
Re: Feculence Posted by Orpheus on Sat Mar 25th 2006 at 6:05pm
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Posted 2006-03-25 6:05pm
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Cannot download/play it now, but I know that I was here during its creation and as such should be allowed to rate it.