Re: Dm_Cloudcity
Posted by BlisTer on
Sun Jan 15th 2006 at 2:50am
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somehow the windows in the skyscrapers seem too small to me, but maybe i'm not seeing the proportions right. In the 3rd pic, the stream of spaceships seems too non-random. maybe draw some spaceships in a different shape / color and unequally spaced apart. also dont forget to add some sort of (background/soft) noise for the stream of spaceships, would be weird without it i think. nice idea though, and idd cheap :smile: wonder how the effect ingame is.
These words are my diaries screaming out loud
Re: Dm_Cloudcity
Posted by Gwil on
Mon Jan 16th 2006 at 3:16pm
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Yeah, the windows do look too small, considering how close you are to
the buildings. Try giving them "frames" and making them larger - and
maybe even having a few more lights switched off?
Would it be possible to maybe have the ads on a billboard that
floats? Little jets coming out the bottom, flips over... that would
look cool.
Re: Dm_Cloudcity
Posted by DrGlass on
Sun Jan 22nd 2006 at 10:58am
Posted
2006-01-22 10:58am
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Check out pictures of real night time buildings, they arn't just white
holes. I would shoot for an animated texture that gave them a
VERY slight shimmer (too much would make all you buildings look like
they were moving around)
Re: Dm_Cloudcity
Posted by Dark|Killer on
Mon Jan 30th 2006 at 12:06pm
Posted
2006-01-30 12:06pm
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No wonder why i love you that much...
lol, seriously, thats really one freakin attractive, lovely, pleasant, delightful, appealing, good-looking, lovely, gorgeous, stunning, striking, fine-looking, attractive, astonishing, astounding, remarkable, wonderful, incredible, startling, marvellous, miraculous, surprising, mind-blowing , mind-boggling , staggering
map i have seen these recent days, and i mean it...
Nice going bro, keep it up...( downloading it right now )
ps. arent these skybox-building textures, animated posters, and flying cars, as same as the ones in dm_neon ??
--anyway a really wonderful job you acheived :biggrin:
.::Dark|Masta::. - One name. One legend.
Re: Dm_Cloudcity
Posted by Orpheus on
Mon Jan 30th 2006 at 1:52pm
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1st off, the maps progression is phenomenal. You advancement from your earlier works is obvious.
That said, I am getting the distinct impression that you are centering your concerns on vista's again. Your earlier works did this. You seem overly concerned with long lines of sight. I think/feel that you should concentrate a tad bit more on your inside, short line areas more. The outside looks so good that I would (just looking at the images) say its on par with many of the big gaming title releases. However, the inside areas look as if they were added begrudgingly. I realize that that sounds a bit harsh, but as I said, I can only judge by the screens.
Look at all the screens that are less grand in distance seen. They are all bland, or nearly bland in comparison to "The Fifth Element" scenes of the outside section. The outside has architecture to spare. The inside has... boxes. The outside has colors and moving/animated scenes, the inside has boxes.
At the very least, add some color inside and many of the animated scenes, possibly via televisions or monitors. It has been my experience that movies and maps of this theme that are successful have inside areas full of advertisements with flashy bits and bobs.
I feel that this map will fall short of the expectations if all of its areas are not equally addressed. A picture may have launched a thousand ships, but many more pictures have sunk to the depths of obscurity because of short sightedness.
/2 cents
The best things in life, aren't things.
Re: Dm_Cloudcity
Posted by Dark|Killer on
Mon Jan 30th 2006 at 1:57pm
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Well, thats a better certique than mine, but its still a freakin attractive, lovely, pleasant, delightful, appealing, good-looking, lovely, gorgeous, stunning, striking, fine-looking, attractive, astonishing, astounding, remarkable, wonderful, incredible, startling, marvellous, miraculous, surprising, mind-blowing , mind-boggling , staggering map :biggrin:
.::Dark|Masta::. - One name. One legend.
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I agree with Orph and ReNo as well.
I really like the outside areas, because I can't even tell where the
3Dskybox begins and where the level ends, because it seems legitimately
alive, and because its got so much depth.
The indoor areas can't compare right now... seems like corridors and crates, just judging from the shots.
Also, I don't really like the light texture (the big white spot with
the little white spots around it) that you've got in the hallway.
You might be better served using a model.
Re: Dm_Cloudcity
Posted by Orpheus on
Sun Feb 5th 2006 at 5:43pm
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Much better inside.
Those offices with lights on?
You need more variations. Executives have big windows, peons tend to have none, or very small ones.
Offices have mainly florescent lighting so I would try to stick with blue tinted varieties of light.
Another thing to consider. Floors average 10-15 feet apart (if you add in ventilation and plumbing and such). Each floor having some sort of a window.
IMO, you have to many windows.
/ 2 cents.
The best things in life, aren't things.
Re: Dm_Cloudcity
Posted by MJ on
Mon Feb 6th 2006 at 1:24am
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textures dont show up for me
Do they go in half-life 2 deathmatchhl2mpmaterialsdm_cloudcity?
Posted
2006-02-14 12:55pm
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The images appear to be broken (at least for me).
Re: Dm_Cloudcity
Posted by reaper47 on
Wed Mar 15th 2006 at 2:39pm
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I love the window textures and advertising in the background. Put even more of that in. Add some details to the lower areas also. Cover the whole background with bright spots until it looks completely random. I think what makes great sci-fi city settings is that feeling of a "grown" city, of buildings that aren't planned but added to the place over hundereds of years. Right now it looks too much like a single architect built the whole city (actually that's the case :biggrin: ) so maybe you have to "break" the symmetry and architectural styles a bit more.
One more thing I noticed (and I don't know if it's true): Those orange textures look almost exactly like the orange room textures. Maybe I'm just paranoid but make sure you don't get used to the orange room textures too much and accept them as a part of your (finished) level. I don't think the orange color fits with the rest of the level - at all!
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Yeah, regarding the orange texture, I like the way it highlights the
outside areas, but I feel like you could dirty it up, or add lines to
give it some character or something to make it appear different from
the default dev texture.
I'm finally getting a sense of the business and complexity of your level, which is amazing.
The warehouse looks better -- but perhaps you could custom model something cool to transport aside from crates?
Re: Dm_Cloudcity
Posted by BlisTer on
Wed Mar 15th 2006 at 8:09pm
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some nice shots in there. how are the fps ?
These words are my diaries screaming out loud
Re: Dm_Cloudcity
Posted by Myrk- on
Thu Mar 16th 2006 at 5:46pm
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The 2nd screenshot you posted last page looks a little empty. I'd suggest putting a wall with an open arch doorway with a big glass pane so you can see into that section with the rechargers. Don't make the glass breakable.
-[Better to be Honest than Kind]-
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I was just looking at the higher resolution textures over at mapcore,
and I finally noticed the fog effects you have going on
underneath. I can't believe I never noticed it before, it looks
great!
Re: Dm_Cloudcity
Posted by G4MER on
Mon Mar 27th 2006 at 3:31am
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WOW, just Wow, its looking very good. this only confirms how much I suck at mapping. lol. This map has really come a long way, and it has that Bladerunner feel to it. very nice work. I look forward to playing it.
Re: Dm_Cloudcity
Posted by MisterBister on
Fri Apr 7th 2006 at 12:22pm
Posted
2006-04-07 12:22pm
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Progress:
I planned to release a Beta this weekend but during a last minute test with some friends i quickly realized that i have to brighten the map up. Everyone with CRT monitors had a real hard time playing the map because of the darkness. Ill focus on improving the lighting and release a beta next weekend.
Re: Dm_Cloudcity
Posted by Orpheus on
Wed Apr 12th 2006 at 8:18pm
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It was there I assure you.
Is the download link current? I'd like to see this thing, but I cannot afford to download an older file with my 56k connection.
I could be persuaded to do a critique, with a bit of slobbering on your part. :heee:
The best things in life, aren't things.
Re: Dm_Cloudcity
Posted by MisterBister on
Fri Apr 14th 2006 at 2:09pm
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The map is as close as "finnished" as it can get.. But the school keeps me from uploading the Beta today, ill release it tomorrow or the day after tomorrow.
Orph:
The current downloadable version is an early alpha release.
Download size will be around 18megs im afraid. Hope your 56k can take that =/.
Re: Dm_Cloudcity
Posted by G4MER on
Fri Apr 14th 2006 at 10:56pm
Posted
2006-04-14 10:56pm
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Ahh hell, ill DL it and Snail mail the damn thing to him lol.. or if he happens to ever to a drive though El Pishole again I'll hand him the map n a CD. Good job man.. I cant wait to see the final.. oh and I hate you.. lol Not really im just jelouse of your extreme talent. Teach me master.. lol.
Re: Dm_Cloudcity
Posted by Orpheus on
Fri Apr 14th 2006 at 11:06pm
Posted
2006-04-14 11:06pm
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<DIV class=quote>
<DIV class=quotetitle>? quoting MisterBister</DIV>
<DIV class=quotetext>Download size will be around 18megs im afraid. Hope your 56k can take that =/.</DIV></DIV>
Downloading. And yes 18 megs is a steep climb but I'll manage.
Problem is, my download says "5.02 megs"
Whats up with that????
18 megs isn't to much, as long as I don't have to do it but once more for the finished map. Hopefully, I won't find anything that calls for a total rebuild. :heee:
yeah, as if.
[EDIT]
I do have one bit of advice. If you forget, even for a moment to add the proper and full credits into your readme... You're not likely to get much more help on any future projects. Don't laugh, its happened before.
/me looks at map now.
<DIV>[EDIT 2]</DIV>
<DIV> </DIV>
<DIV>Very old build :sad: </DIV>
<DIV>My only complaint with it though, was the item placement. Having caches never works well in a map. At least not one meant to be taken seriously. I saw way to many items placed in bunches.</DIV>
<DIV> </DIV>
<DIV> </DIV>
The best things in life, aren't things.
Re: Dm_Cloudcity
Posted by Orpheus on
Sun Apr 16th 2006 at 9:12pm
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I wasn't accusing, just covering all bases. I cannot leave anything to chance.
You can't blame me, after all you told me to shut up as both Orpheus and Underdog.
/me downloads now. Thanx for accommodating my needs. :smile:
The best things in life, aren't things.
Re: Dm_Cloudcity
Posted by G4MER on
Sun Apr 16th 2006 at 11:06pm
Posted
2006-04-16 11:06pm
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this will be a featured map on Dweebs.. its awesome.
Re: Dm_Cloudcity
Posted by reaper47 on
Mon Apr 17th 2006 at 11:50am
Posted
2006-04-17 11:50am
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This is certainly one of the most intersting maps around. I can't wait to play the finished version.
Here's what I noticed on a first look:
You stated that this map is made to "push the limits" so I won't spend too much time criticizing the FPS but you should know that people will complain about it running very slow on a full server. Also with some optimizing you could improve it a bit without much eyecandy lost.
[edit] I agree with Orpheus, I have a 9800 Pro and the map runs at 30+ FPS with 1280x960 and 2xAA. So it's not that bad.
I absolutely love the skybox. The cars flying around, the huge buildings in the distance, the perfect cloud effects... Also I like the advertisements, put more of them into the distance, too. Make sure the player wonders if there are similar places like the one you're running around in the distance. Connect it with the playing area more. It makes the setting more lively.
My biggest complaint is probably lighting. Everything seems to be covered in a constant brighness. There isn't any real contrast. My tip for this is usually to keep the ceilings darker by using spotlights. Maybe less different colors and especially "white" lights, more blues and yellows but not too close to each other. More like yellow for the inside and blue for the outside, for example.
Texture use is good at places but sometimes the mix is strange. The green floor tiles look too low tech for a place like this. To be honest I don't like the orange lines at all. A tip: Try to replace the orange texture by a white stripe of brightness. I think it could work! I don't really have a problem with the carpet texture. It makes the place look more like an actual city than a mechanical space station, that's something I like. It needs more borders and trims, though, like most floors in the map. Many grey textures are used, but different shades of grey (greenish, blueish then some absolutely neutral color in between). This makes the whole place look colorless although it already uses almost the whole spectrum. Try to define one main color for each area, like with lighting.
The only thing I don't like about the architecture is that there are too many, too long corridors. They mostly look the same and you feel like the detail is streched a bit, making it look bland at close range. This could be improved by slightly better aligned textures, a few borders maybe. Ideal would be some high detail models for the arches, but I know that's not easy :rolleyes: