Eternal

Eternal

Re: Eternal Posted by DocRock on Thu Feb 12th 2004 at 9:19pm
DocRock
367 posts
Posted 2004-02-12 9:19pm
DocRock
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367 posts 929 snarkmarks Registered: Mar 24th 2002 Location: U S of A
This map originated from my abandoned SPLA section. I'm going to be doing some work on it in the next few days, and am asking your feedback on the pictures here. Thanks goes out to those who have already made comments on the map, and I will fix those.

There are no rspeeds visible, but they are a bit high. I am going to work on that as well.

Here are a few shots:

User posted image

User posted image

User posted image
Re: Eternal Posted by Wild Card on Thu Feb 12th 2004 at 9:24pm
Wild Card
2321 posts
Posted 2004-02-12 9:24pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
I really like the way the map turned out :smile:
Re: Eternal Posted by Orpheus on Thu Feb 12th 2004 at 9:26pm
Orpheus
13860 posts
Posted 2004-02-12 9:26pm
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
r_speeds aside (you know my take) the ability to take a texture set and create was never your shortfall.. nice pics.. but.. the white wall tops, has gotta go.

i like it.
Re: Eternal Posted by Wild Card on Thu Feb 12th 2004 at 9:27pm
Wild Card
2321 posts
Posted 2004-02-12 9:27pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
lol the white tops look odd in the first pic but they look nice in the second.
Re: Eternal Posted by Orpheus on Thu Feb 12th 2004 at 9:32pm
Orpheus
13860 posts
Posted 2004-02-12 9:32pm
Orpheus
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honestly speaking, black was easier to make, and more readily used in ancient architecture.. the walls need a darker hue to them on top..

light tan at the very least..
Re: Eternal Posted by Wild Card on Thu Feb 12th 2004 at 9:35pm
Wild Card
2321 posts
Posted 2004-02-12 9:35pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Give the top part the same color as the sides, that would look good I think?
Re: Eternal Posted by Nukem on Thu Feb 12th 2004 at 10:27pm
Nukem
52 posts
Posted 2004-02-12 10:27pm
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I like it very much Doc, looks brilliantly fun like the rest of your work. :biggrin: I agree with changing the white texture too, it just looks odd, just use the same texture as the rest of walls on the top. Besides the white tops, I think it looks very good Doc. Very eye popping indeed! :eek:
Re: Eternal Posted by Adam Hawkins on Thu Feb 12th 2004 at 10:30pm
Adam Hawkins
858 posts
Posted 2004-02-12 10:30pm
858 posts 333 snarkmarks Registered: Aug 25th 2002 Occupation: Specialty Systems Manager Location: Chesterfield, UK
Agreed about the white-tops, they stand out a little too much and detract focus from the rest of the map.

Textures in general have been used really well though and add a certain life to the map. I especially like the rocky section that you showed a while back for the SPLA map - it looks much better now too!

Just curious, where are the textures from? I've not come across them before.
Re: Eternal Posted by scary_jeff on Thu Feb 12th 2004 at 10:34pm
scary_jeff
1614 posts
Posted 2004-02-12 10:34pm
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
I like the look of it a lot, but I think you need to decrease your light_enviroment brightness a bit... it seems a little washed out. Also the waterfalls seem to be coming from nowhere - maybe you can see the source of them in game though.
Re: Eternal Posted by 7dk2h4md720ih on Thu Feb 12th 2004 at 10:49pm
7dk2h4md720ih
1976 posts
Posted 2004-02-12 10:49pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
Fix the bridges bud. That texture doesn't suit it. Construct a simple arch so the bridge joins the wall properly too, it looks as if it would collapse.

Jeff already mentioned the washed out look.

A few torches could be a nice alternative to all the white lighting and keep with the theme.

gj though. :smile:
Re: Eternal Posted by Crono on Fri Feb 13th 2004 at 2:17am
Crono
6628 posts
Posted 2004-02-13 2:17am
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This really reminds me of some of the temples in the first Unreal. I personally like the white tops, they look good.

Not picking on anyone, but, who cares if actual ancient civilizations didn't use white because it was harder to make? The game the map is used in has crouch jump, try to make sense out of that first lol.

I like it, from the screens, I'll download it later . . . if there is a download, I haven't checked.
Re: Eternal Posted by Gorbachev on Fri Feb 13th 2004 at 3:26am
Gorbachev
1569 posts
Posted 2004-02-13 3:26am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
Why not just use the texture on the sides of the little edges as the top as well, instead of the white.
Re: Eternal Posted by Tracer Bullet on Fri Feb 13th 2004 at 3:29am
Tracer Bullet
2271 posts
Posted 2004-02-13 3:29am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
I agree with jeff, it's looking very good, but the lighting is pretty washed out.
Re: Eternal Posted by Crackerjack on Fri Feb 13th 2004 at 3:49am
Crackerjack
264 posts
Posted 2004-02-13 3:49am
264 posts 126 snarkmarks Registered: Feb 28th 2003 Location: DC
To be honest this has to be my favorite map from you.. Deff show of improvment from previous attempts and mapping. The textures are all properly used, less the white tops. The theme is consistent through out the map. Architecture is look nice, but could use some more touching up in places. The waterfalls look a bit awkward, they could deff use some touchings up. They seem to be too thin and start from out of the middle of no where. Keep up the good work.. Just fix those problems.
Re: Eternal Posted by Cassius on Fri Feb 13th 2004 at 5:09am
Cassius
1989 posts
Posted 2004-02-13 5:09am
Cassius
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To be honest, Doc, this is the first one of your maps that I truly like to look at - a thousand times more visually coherent than any of your previous works, and bravo to you for it.

The rock texture, though, seems to be doing 'a lot of work for you'; a bit too much, I think, since it looks flat, which would suggest that the entire structure of the level was carved out of the stone beneath it.

Plus, :eek: :leper: :confused: @the light fixtures in an Aztec setting...?
Re: Eternal Posted by matt on Fri Feb 13th 2004 at 10:44am
matt
1100 posts
Posted 2004-02-13 10:44am
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I think we're looking at another GS 10/10 for the Doc!
Re: Eternal Posted by Gollum on Fri Feb 13th 2004 at 1:22pm
Gollum
1268 posts
Posted 2004-02-13 1:22pm
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1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
I like the look of this. I agree with the point already raised about the bridges - some of your textures don't match the shape of the brushes well. Some of the walls/bridges also look like they might fall down under they're own weight, but that's being really picky. Overall, looks good :smile:
Re: Eternal Posted by DocRock on Fri Feb 13th 2004 at 1:28pm
DocRock
367 posts
Posted 2004-02-13 1:28pm
DocRock
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367 posts 929 snarkmarks Registered: Mar 24th 2002 Location: U S of A
Wow thanks all for the positive feedback. :smile:
Orpheus said:
r_speeds aside (you know my take) the ability to take a texture set and create was never your shortfall.. nice pics.. but.. the white wall tops, has gotta go.
R_speeds are a little high, and I've been working to lower them. At last compile, the worst spot was 1700...not good at all. Since then, I've reworked quite a bit, but haven't re-compiled yet to see where they've gone.

The white tops have been re-textured with a lighter tan color.

? posted by Adam Hawkins
Just curious, where are the textures from? I've not come across them before.

tbh, I don't remember. My wife, kitkat, found the set. I know she told me where she got them, but right now it slips my mind and I'm at work atm...but I believe they may be from a Q3A map..I'll let ya know for sure.
scary_jeff said:
I like the look of it a lot, but I think you need to decrease your light_enviroment brightness a bit... it seems a little washed out. Also the waterfalls seem to be coming from nowhere - maybe you can see the source of them in game though.

I like the idea of lowering the light brightness, and will do that :smile: and the waterfalls do have small gaps where they come thru the walls, but I will make them bigger.
Alien_Sniper said:
Fix the bridges bud. That texture doesn't suit it. Construct a simple arch so the bridge joins the wall properly too, it looks as if it would collapse.

will do :smile:
Cassius said:
...The rock texture, though, seems to be doing 'a lot of work for you'; a bit too much, I think, since it looks flat, which would suggest that the entire structure of the level was carved out of the stone beneath it.

Plus, :eek: :leper: :confused: @the light fixtures in an Aztec setting...?

That's what I was shooting for...the feeling that the waterfall area was carved from stone :smile: ... and the light fixtures have been removed and replaced with torches :wink:
matt said:
I think we're looking at another GS 10/10 for the Doc!
I certainly hope so :smile: Thanks guys again for the great feedback. I'll post fresh pictures and download over the weekend.
Re: Eternal Posted by Sim on Fri Feb 13th 2004 at 4:14pm
Sim
257 posts
Posted 2004-02-13 4:14pm
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The textures do look really nice. And the map has a great atmosphere, it actually feels like a mayan temple. Try putting some small pillars at the ends of some of the building overhangs if you haven't already (not the waterfalls), because they look like they might fall under their own weight. And don't forget to credit the texture author if you can find the guy that made them!
Re: Eternal Posted by beer hunter on Fri Feb 13th 2004 at 7:40pm
beer hunter
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Posted 2004-02-13 7:40pm
281 posts 602 snarkmarks Registered: Jul 6th 2003 Occupation: Beer taster Location: The Pub
Very nice looking, textures remind me of a very trick CS map i played a while back.