Myth

Myth

Re: Myth Posted by ReNo on Sat Mar 6th 2004 at 12:41pm
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Posted 2004-03-06 12:41pm
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I think the glows on those lights are too prominent personally, but otherwise looks like a nice start.
Re: Myth Posted by Campaignjunkie on Sat Mar 6th 2004 at 7:00pm
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Posted 2004-03-06 7:00pm
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I agree with ReNo, tone down those glows. Not sure the purple works with the orange too well though (kind of clashes); maybe try substituting blue for purple instead? Looks good.
Re: Myth Posted by 7dk2h4md720ih on Sun Mar 7th 2004 at 12:17am
7dk2h4md720ih
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Posted 2004-03-07 12:17am
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The purple on the right is fine. The purple sky however doesn't fit well, although it might just temporary considering it's only 30% done. Post more screens as soon as you can, it looks promising.
Re: Myth Posted by matt on Mon Mar 8th 2004 at 5:04pm
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What are the adrenalin pills for anyway?
Re: Myth Posted by Jinx on Sat Mar 13th 2004 at 6:41am
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Posted 2004-03-13 6:41am
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actually, purple and orange are complimentary colors, you are supposed to use them together.... ;p
Re: Myth Posted by Campaignjunkie on Fri Apr 30th 2004 at 6:46am
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Posted 2004-04-30 6:46am
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Errrm, blue and orange are much more complimentary. :)

Map seemed like it turned out well, anyways. I hope we'll be seeing you for Half-Life 2?...
Re: Myth Posted by SuperCrazy on Sun Oct 10th 2004 at 5:07am
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Posted 2004-10-10 5:07am
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Here's my first effort for UT2004. It's pretty much finished, so I'm ready for feedback.
Re: Myth Posted by Orpheus on Sun Oct 10th 2004 at 7:41am
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Posted 2004-10-10 7:41am
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SuperCrazy said:
Here's my first effort for UT2004. It's pretty much finished, so I'm ready for feedback.
thats funny bud :biggrin:

will look at pics harder when i get up for the day, but right now, all that hits me hard is..

1) why is ceiling so flat?
2) some color variation in the textures.
3) lighting is universally the same.

i may need to reinstall the game, but i could critique it.. i leave for north dakota in morning, but could do it when i return if you remind me..

/me goes back to bed..

good job SC
Re: Myth Posted by ReNo on Sun Oct 10th 2004 at 2:35pm
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Posted 2004-10-10 2:35pm
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I like a lot of the architecture but as Orph said, the ceilings are
awfully flat looking. I'll take an in game look later on and try and do
a full critique.
Re: Myth Posted by Tracer Bullet on Sun Oct 10th 2004 at 4:46pm
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Posted 2004-10-10 4:46pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
I don't much like the sprite you are using for those lights. it seems too dull to actually emit any light, making things look kind of weird.

Pic 1 - Add some supports for that ramp

pic 2 - As Orph and ReNo said. Flat ceilings... You should also look into more architectural detail in the walls and such.

pic 3 - Uber flat ceiling... But I really like those stairs, and the door frames look pretty cool.

Honestly, beyond slightly longer sight-lines, I don't see anything here that couldn't be achieved in HL. As disappointing as that is, I still say it looks damn nice overall.
Re: Myth Posted by SuperCrazy on Sun Oct 10th 2004 at 5:27pm
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Posted 2004-10-10 5:27pm
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New version uploaded. Most of the changes were from suggestions on another forum, but the uber flat ceiling in the third shot was taken care of, and the rest of the flat ceilings will be worked on later.

I agree that there's not much here that couldn't be done in HL, but pretty much everything is wood, stone, or brick, so there's not a lot of room within the theme for ultra high-tech flashy meshes with thousands of polygons.
Re: Myth Posted by Orpheus on Sun Oct 10th 2004 at 5:29pm
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Posted 2004-10-10 5:29pm
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you're one of our best SC, i have faith that you won't let snarkpit down :smile:

defend our honor on that other forum :biggrin:
Re: Myth Posted by Campaignjunkie on Sun Oct 10th 2004 at 6:23pm
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Posted 2004-10-10 6:23pm
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I can't play through the map unfortunately, but from the screenshots, I'm going to attempt some (hopefully useful) feedback:
  • I think the map needs more landmarks; the big, giant, majestic kind.
While the areas are somewhat unique and different from each other, I
don't think it's enough to distinguish them immediately while the
player is learning the layout. Maybe have a giant gaping hole in the
ceiling in one room, a giant tower in another, etc.
  • The overall room layouts are quite boxy. If all/most of the static
meshes are stripped away, it's all quite boxy and rectangular. Some
rounded corners or slanted surfaces wouldn't do any harm, and might add
more interest and strategy. Also, I think lots of ancient civilizations
utilized slanted surfaces, so it should fit the theme well.
  • What's the purpose of the blue-purple lights? If you haven't already,
I think you should attach some kind of context to them (e.g. red lights
are used for vents in Natural Selection). Maybe place weapons near
them, so the player will catch a glimpse of that color and immediately
run out to see what's there? Don't know. :smile:

Looks good though, but I have to agree that much of it could be done in
HL. However, I think your theme allows great flexibility for giant
setpieces. Statues, obelisks, ziggurats, pyramids, towers, etc. look
like they could fit in the level and serve as good landmarks. Good
luck! :smile:
Re: Myth Posted by thursday- on Sun Oct 10th 2004 at 8:15pm
thursday-
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Posted 2004-10-10 8:15pm
235 posts 92 snarkmarks Registered: Oct 26th 2003 Occupation: A-Level Student Location: England
I agree with all comments. I couldn't do half as decently on my first UT2k4 map, I'd also have to get the game to try too.
Re: Myth Posted by SuperCrazy on Mon Oct 11th 2004 at 12:16am
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Posted 2004-10-11 12:16am
102 posts 1830 snarkmarks Registered: Aug 22nd 2001 Location: Iowa, USA
Last updated version of the night is ready. The ugly weapon bases have been changed and I've made a bunch of architectural changes as well. The uber flat ceilings are slowly being erradicated.

The first shot has some very minor changes, the second shot is from a different perspective so the ceiling looks better, and the third shot is from a completely different area.
Campaignjunkie said:
  • I think the map needs more landmarks; the big, giant, majestic kind. While the areas are somewhat unique and different from each other, I don't think it's enough to distinguish them immediately while the player is learning the layout. Maybe have a giant gaping hole in the ceiling in one room, a giant tower in another, etc.
There are some landmarks/noteable areas - One room has a gate sort of thing hanging from the ceiling, there are a couple of skylights, one room has a completely open ceiling, and there's an outdoor area. I like the idea of a tower, statues, etc. but it's hard to just throw them into a mostly completed map and have them look good. I'll see what I can do though.
Campaignjunkie said:
  • The overall room layouts are quite boxy. If all/most of the static meshes are stripped away, it's all quite boxy and rectangular. Some rounded corners or slanted surfaces wouldn't do any harm, and might add more interest and strategy. Also, I think lots of ancient civilizations utilized slanted surfaces, so it should fit the theme well.
The boxy thing has always been something of a problem for me. I have some slanted/rounded surfaces now, but I'll look to see where I can add more.
Campaignjunkie said:
  • What's the purpose of the blue-purple lights? If you haven't already, I think you should attach some kind of context to them (e.g. red lights are used for vents in Natural Selection). Maybe place weapons near them, so the player will catch a glimpse of that color and immediately run out to see what's there? Don't know.
I like this idea, but I also like how I have it currently. Hm... :confused:
Re: Myth Posted by Agent Smith on Mon Oct 11th 2004 at 3:55am
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Posted 2004-10-11 3:55am
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It's looking cool SuperCrazy, and I don't have anything to add, as its all been said.

I've made one small DM map for UT2003 myself (A path problem I can't fix has meant it hasn't been released) and am currently working on one for UT2004, probably a capture node map, not quite sure yet. The reason I'm bringing this up is that I know it's a real bastard moving from HL mapping to UT mapping, as the systems are completely back to front, so to release something that looks this good is a real achievement. Nice one. :biggrin:
Re: Myth Posted by Orpheus on Tue Oct 12th 2004 at 11:24pm
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Posted 2004-10-12 11:24pm
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Obligatory Warning: I own UT2K4, but I have yet to play it, so I will be reserving my comments to mainly errors, construction, layout and lighting.. the item placements may need someone who knows the game better to judge, as they seemed heavy in spots and bare in others.. I honestly don't remember UnrealDM well enough to say tis good/bad.

User posted image

These things just seem to jut out of the walls in order to give the appearance of holding the floor above. Somehow they look wrong. It may be nothing more than the way it actually bonds to the wall i dunno, but it just looks wrong.

User posted image

cannot remember where i saw this exactly, but that piece seemed to glow

User posted image

The only really major glitch I saw throughout the map.. I know unreals engine doesn't create holes, but they do have their equivalent of HOM effect, which resembles holes..

User posted image

Another angle of the same error/glitch.

User posted image

These light fixtures are some of the most original I have seen in a long time.. They most definitely fit the theme.. some of the blue ones were not really ugly, but no where near as nice as these ones are

User posted image

Nice looong sight lines.. nothing wrong with this screen, or any of the others I will post like them, I just liked them so well I had to show the people who may not have this game.. Very nicely done SC

User posted image

Very sweet design on these steps (and the others to of course)

User posted image

Another extremely long sight line.. nice spots to catch the unwary or snickers to catch you as well.

User posted image

If I had a wish, I would like to see more stuff like this throughout the map.. these chains set the mood of this area, but alas I saw them no where else.. (always the chance that since its my first run through, that I overlooked more placements).. this map lacked the finer touches these chains represented.

User posted image

More of those things just jutting from the wall.. I think they need some sort of an anchor, or base if you will.

User posted image

this lift... had me scratching my butt, what is wrong with it.. 1) it doesn't fit the theme. 2) if left, it needs some sound and 3) its bulky.. if it were I, I'd replace it, but since I don't know whats on the other side of those walls, it may not be possible to replace now..

User posted image

One of my favorite additions to this map, these indentations are nothing special, but they truly perk up the looks. Very well done.

User posted image

A tree, a very nice tree too.. the map could have used many more plants throughout.. maybe some sills looking out to the sky with some plants beyond.. maybe a bit of water, this map had many places that could have benefited from plants and water.

User posted image

This hall, it has got to be one of the best I have seen in a long time.. The map could have used a couple more such, but at least it had this one.

User posted image

Another long sight line.. nice ceiling too i might add, much better than the drab flat ones before.

User posted image

IMO, these lights were underused.. the map could have benefited from a few more of them.. Also, i would have placed them closer to the floor..

User posted image

This support beam, very well done.. it looks very nice, and doesn't clash at all.

User posted image

Another long sight line, but this time you can see how odd those supports look from afar. the flat ceiling is about the only really ugly thing about this shot.

User posted image

The vertical in this map is ever present.. This screen shows one of the better areas for a good top down ambush.. Nice depth.

User posted image

I would like to have been able to get under a few of these ramps.. no big issue but it would have made for a nice ambush site.

User posted image

Beautiful, just plain beautiful.. this would be a nice long sniper site.

Some may have noticed that I used a few weapons that Sc didn't place.. My reason was simple.. UT uses such large weapons that i couldn't take the screen shots without half the viewable area taken up by the weapon.. so i used a cheat and loaded them all so i could find one a bit less obstructive..

I can only hope that someone who plays UT2K4 can comment and fill any gaps I may have inadvertently omitted..

Very well made map SC.. My compliments.
Re: Myth Posted by Crono on Wed Oct 13th 2004 at 12:42am
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Posted 2004-10-13 12:42am
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er can't you click "hide weapon" in the menu and it wont show the weapon at all, just the hud?
Re: Myth Posted by Orpheus on Wed Oct 13th 2004 at 12:45am
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Posted 2004-10-13 12:45am
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Crono said:
er can't you click "hide weapon" in the menu and it wont show the weapon at all, just the hud?
dunno, can you?

besides, there are 20 screens in that critique, is that the best you could do :heee:
Re: Myth Posted by SuperCrazy on Wed Oct 13th 2004 at 12:51am
SuperCrazy
102 posts
Posted 2004-10-13 12:51am
102 posts 1830 snarkmarks Registered: Aug 22nd 2001 Location: Iowa, USA
Wow, that's a ton of very useful feedback. Thanks a lot!
These things just seem to jut out of the walls in order to give the appearance of holding the floor above. Somehow they look wrong. It may be nothing more than the way it actually bonds to the wall i dunno, but it just looks wrong.
You're right, I think adding bases to these would make them look better.
cannot remember where i saw this exactly, but that piece seemed to glow
This is a problem throughout the map, actually. Nearly every time I use that mesh it gets lit really badly. Not much I can do about it though, short of finding/making a new one and hoping it works better.
The only really major glitch I saw throughout the map.. I know unreals engine doesn't create holes, but they do have their equivalent of HOM effect, which resembles holes..
Agh. This has been popping up off and on throughout the map's development. I thought I had it taken care of for good but apparently not.
These light fixtures are some of the most original I have seen in a long time.. They most definitely fit the theme.. some of the blue ones were not really ugly, but no where near as nice as these ones are
I was getting some complaints about these fixtures because they don't look bright enough to be giving off light. I like them though, and I'm glad to hear someone else does too :smile:
If I had a wish, I would like to see more stuff like this throughout the map.. these chains set the mood of this area, but alas I saw them no where else.. (always the chance that since its my first run through, that I overlooked more placements).. this map lacked the finer touches these chains represented.
I'll see if I can find any other appropriate places for them.
this lift... had me scratching my butt, what is wrong with it.. 1) it doesn't fit the theme. 2) if left, it needs some sound and 3) its bulky.. if it were I, I'd replace it, but since I don't know whats on the other side of those walls, it may not be possible to replace now..
I try not to use lifts often, but I had absolutely no room here for anything else. Sounds will be added, and I'll see if I can find a less bulky mesh or make one on my own.
One of my favorite additions to this map, these indentations are nothing special, but they truly perk up the looks. Very well done.
I was getting complaints about how ugly the weapon spawns were (I had used the normal weapon base but retextured them to be the same as the doorways/trim/etc), so I was looking through random mesh packs for something to use when I found this. It was actually an ice-covered ceiling dome originally, but I flipped it over, shrank it, and retextured it. I love how versatile working with meshes is.
A tree, a very nice tree too.. the map could have used many more plants throughout.. maybe some sills looking out to the sky with some plants beyond.. maybe a bit of water, this map had many places that could have benefited from plants and water.
I can definitely add some plants, but I'm not sure if there's room for much water in the existing partial outdoor areas.
IMO, these lights were underused.. the map could have benefited from a few more of them.. Also, i would have placed them closer to the floor..
I like how they add a bit of contrast too, I can probably find a few more places to use them.
I would like to have been able to get under a few of these ramps.. no big issue but it would have made for a nice ambush site.
You used to be able to get underneath the platform with the shock rifle, but I made it solid so I could have the indented weapon base instead of the plain wooden circle on top.
Very well made map SC.. My compliments.
Thank you. :smile:
Re: Myth Posted by Orpheus on Wed Oct 13th 2004 at 1:17am
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Posted 2004-10-13 1:17am
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SuperCrazy said:
Wow, that's a ton of very useful feedback. Thanks a lot!
you, are very welcome.
Re: Myth Posted by Orpheus on Wed Oct 13th 2004 at 1:39am
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Posted 2004-10-13 1:39am
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Very sweet map, was a rare pleasure to critique this one..
http://www.snarkpit.com/forums.php?forum=2&topic=2197&chap=1&start=10

well done Master SC.
Re: Myth Posted by G.Ballblue on Wed Oct 13th 2004 at 2:06am
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Posted 2004-10-13 2:06am
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Orpheus said:
Crono said:
er can't you click "hide weapon" in the menu and it wont show the weapon at all, just the hud?
dunno, can you?

besides, there are 20 screens in that critique, is that the best you could do :heee:
Yep, you can. :smile:

/edit: Yep you can, as in, yes you can hide your weapon :smile:
Re: Myth Posted by SuperCrazy on Thu Oct 14th 2004 at 12:28am
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Posted 2004-10-14 12:28am
102 posts 1830 snarkmarks Registered: Aug 22nd 2001 Location: Iowa, USA
Myth has been released! You can download it here. Thanks to everyone who provided feedback.
Re: Myth Posted by Forceflow on Thu Oct 14th 2004 at 5:31am
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Looking very good ! :smile:
Re: Myth Posted by Orpheus on Sat Oct 16th 2004 at 12:16am
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Posted 2004-10-16 12:16am
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LOL, your text files are the smallest i have ever seen :smile:

pats SC on back

well done.
Re: Myth Posted by SuperCrazy on Sat Oct 16th 2004 at 6:46am
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Posted 2004-10-16 6:46am
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In stark contrast with the collosal text files I used to include with my HL releases :smile:
Re: Myth Posted by Myrk- on Wed Oct 20th 2004 at 11:08pm
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Posted 2004-10-20 11:08pm
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I hated UT2K4, they screwed with it too much and made it too hard. I was used to having bots on a certain setting but now I have to have them on a really low setting... I kick peoples asses but the bots seem to be able to kill me 'cus of thier style.