Re: Exentia 2
Posted by Crackerjack on
Wed Nov 5th 2003 at 3:04am
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Well the map has some okay archeticture, needs a lighting lift. But its the same old HLDM map with the same old textures.
But i suggest working on your lighting. Its a bit bland
Re: Exentia 2
Posted by Tracer Bullet on
Wed Nov 5th 2003 at 3:38am
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I like what I see doc. two complaints though, #1 I agree with Crack; #2 The overall textureing is qute bland. I especialy dislike the textures you have used on the floors. on thing that looks particularly tacky IMO is to let wall texture tile verticaly when such is obveous as in pic #6.
In short:
Archatecture is dead on
Lighting is emotionless and sucks atmosphere from the level like the giant maid in spaceballs.
Texturing is technicaly good, but not artfull and painstaking as it should be.
hope this helps :smile:
Re: Exentia 2
Posted by Dr Brasso on
Wed Nov 5th 2003 at 4:07am
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actually, for using the "same ole textures", it looks pretty damn sweet doc....gj....but i'd have to agree, a different texture set would do wonders, as well as a little more work on the lighting....but wht do i know..... :dodgy:
Doc B... :dodgy:
ps....if'n ya'd like a diff set to use, gimme a holler....im having a blast making new ones these days.... :heee:
Re: Exentia 2
Posted by Gollum on
Wed Nov 5th 2003 at 9:33am
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I hope you didn't replace the teleporters - they were my favourite part. Also, as others have said, the lighting looks very bright and flat in places.
Re: Exentia 2
Posted by Adam Hawkins on
Wed Nov 5th 2003 at 11:54am
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2003-11-05 11:54am
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A new set of textures would help elevate this map significantly, though I don't know what kind of theme you are going for particularly. It seems a little disjointed from the screenshots - with some bits looking like your typical Black Mesa labs, and other bits looking like a futuristic train station. I'd suggest going for the latter as I can see that working really well :smile:
Re: Exentia 2
Posted by DocRock on
Wed Nov 5th 2003 at 2:08pm
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Thanks for the feedback, guys. Mucho appreciated.
Yep, it's the same map :smile: I'm trying to do a pre-exentia effect, other words, before the Xen troops took over the place, so things would pretty much be the same...I have been spiffying up the lighting and adding bits of different architecture, but the general layout is exactly the same as the original...no teleports this time, Gollum, sorry :sad:
Now, you guys suggesting a new texture pack is a super idea...and there's plenty of good ones to choose from out there, so I'll do some retexturing and improve the lighting and get some fresh pics up soon.
Again, thanks for the feedbacks :smile:
Also, I'm considering making this a Counter-Strike as well as a DM map. Any suggestions about that?
Re: Exentia 2
Posted by Adam Hawkins on
Wed Nov 5th 2003 at 4:08pm
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I think if you were to make it as a CS map, you would have to make a lot of the architecture to make it more contemporary, as at the moment it has a lot of abstract 'futuristic' architecture and shapes being thrown about.
Unless you go for the novelty theme and make it some kind of 'mad scientist' secret base thingy in a volcano :smile: Check the map de_batcave for ideas in that respect...
Re: Exentia 2
Posted by G4MER on
Wed Nov 5th 2003 at 10:08pm
Posted
2003-11-05 10:08pm
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de_batcave is a bad @$$ map. who ever made that did a fine job.
I dont recall seeing the map your basing this one off of, so I have no idea how o help.. but I will say it is looking good.. I will agree that you need better lighting.
($)
Re: Exentia 2
Posted by fishy on
Wed Nov 5th 2003 at 10:17pm
Posted
2003-11-05 10:17pm
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i reckon just turning the env lighting down would make a lot of difference. there seem to be a lot of light fittings that dont show to there full potential, solely because the ambient light is too bright. and a few well placed spots in the last pic, with an evening sky, i think would look awesome (even with the vertical tiling :razz: )
Re: Exentia 2
Posted by scary_jeff on
Thu Nov 6th 2003 at 8:40am
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The one thing I can see that looks odd is the train track in the 4th picture - how does the train go round a corner that sharp! :smile: Looks like some nice work overall though.
Re: Exentia 2
Posted by Orpheus on
Thu Nov 6th 2003 at 9:37pm
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1st, i am a die-hard stock HL texture nut, i think most of the best maps made used them.
2nd, i get really suspicious when i see all save one shot with the r_speeds on.
3rd using the stock textures are very cool, if you use the right combinations.. the freezer ones in pic 2 will be a pain.. they already clash with the flooring in that shot :sad:
4th exentia, was one of the few maps that needed little improvement, making a #2 is cool, but do so for the right reasons, you have many other maps in dire need of a #2 this was not one of them.
5th i already see borderline epolie counts, are these full compiles or fast ones? (there is just to little reason in some of those shots to warrant numbers like those)
6th, IMO this map would look better as a night theme.
Re: Exentia 2
Posted by Myrk- on
Fri Nov 7th 2003 at 3:15am
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Pic 2 if Fugly, pic 5 is bland... I really agree on the lighting issue. I think you should make the sky a night one, use more sprites on lights and use them well to spotlight certain areas.
Re: Exentia 2
Posted by scary_jeff on
Fri Nov 7th 2003 at 2:06pm
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Night time and spot lights sound good to me as well :smile:
Re: Exentia 2
Posted by DocRock on
Fri Nov 7th 2003 at 2:39pm
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Light_Environment is out. Texture re-work has started. Night sky has been set. Epoly lowerage has begun. Light work in process.
Thanks for feedbacks. I will post updated screens later this weekend.
Re: Exentia 2
Posted by Orpheus on
Sun Nov 9th 2003 at 7:10pm
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screens show a marked improvement indeed..
Re: Exentia 2
Posted by R@lph VViggum on
Sun Nov 9th 2003 at 7:11pm
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Yes, they look alot better than before. But, for some reason... it just doesn't look "polished" to me.
Re: Exentia 2
Posted by Tracer Bullet on
Sun Nov 9th 2003 at 8:41pm
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Yes, much better. however, I still feel that it lacks character. I think the lighting is too monochromatic. you need some red warning lights, yellowish spot lights, ect. even the difference between incandecent lights and flourescent lights is quite noticeable and might add quite a bit of life to the map.
Re: Exentia 2
Posted by Gollum on
Sun Nov 9th 2003 at 10:43pm
Posted
2003-11-09 10:43pm
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That's a good improvement, although as others have said some more variation in the lighting might help too.
Re: Exentia 2
Posted by scary_jeff on
Sun Nov 9th 2003 at 10:47pm
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2003-11-09 10:47pm
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I like this version better as well, but looking at screenshots 1 and 3, how is the 'window' to the sky so bright around the edge?
Re: Exentia 2
Posted by DocRock on
Mon Nov 10th 2003 at 1:35pm
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Again, thanks for the feedback.
I'm going to add some sprite glows here n there on the lights, and even some colored ones, probably a green sprite under the LJ and a red exit light inside the tram in screen 1.
Dunno why pic 3 has such a dark area by the skybox?? I put a dark light env in with a slight angle...could be that. I'll dbl check around there.
Re: Exentia 2
Posted by scary_jeff on
Mon Nov 10th 2003 at 11:39pm
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2003-11-10 11:39pm
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Unless those images are adjusted, I would definately make the level a bit darker,
Re: Exentia 2
Posted by Campaignjunkie on
Mon Nov 10th 2003 at 11:42pm
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2003-11-10 11:42pm
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Get some colours in there. At the moment I just see white/grey/red/black everywhere. Little tinges of blue/yellow/green/orange/whatever will do wonders, as long as you keep it reasonably tasteful.
Re: Exentia 2
Posted by Gollum on
Tue Nov 11th 2003 at 9:43am
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Good to see these textures being used in a map :smile: Dr B, this is exactly what various commentators were talking about when they said the textures were "already lit". The shading on the textures causes the tiling errors that you see in those screenshots.
Re: Exentia 2
Posted by scary_jeff on
Tue Nov 11th 2003 at 9:53am
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See that 1st shot? I say make the texture lighting from the lights themselves much darker, then do a light_spot for each of them. Also change the light glows from env_sprite to env_glow. I like the new textures :smile:
Re: Exentia 2
Posted by Orpheus on
Tue Nov 11th 2003 at 11:08am
Posted
2003-11-11 11:08am
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if you are going to use glow sprites with textured lights, place the glow halfway inside the texture, make it appear to emit from the light, not form outside in the air..
Re: Exentia 2
Posted by DocRock on
Tue Nov 11th 2003 at 4:25pm
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Again many thanks for the inputs.
I redid the sprites already :wink: saw that in the pic and went back and moved em up. I'll also do that...darken the lights a bit and put the lightspots there and make the env_sprites into env_glows.
Really like the textures too Dr, and sure, I'd love to see the crete textures too.
Re: Exentia 2
Posted by DocRock on
Tue Nov 11th 2003 at 5:28pm
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I love em!!
Just sent ya a PM about them. :smile: