Some images in this post have been automatically down-sized, click on them to view the full sized versions:
Some images in this post have been automatically down-sized, click on them to view the full sized versions:
Some images in this post have been automatically down-sized, click on them to view the full sized versions:
Some images in this post have been automatically down-sized, click on them to view the full sized versions:
Some images in this post have been automatically down-sized, click on them to view the full sized versions:
Here's some of the points I was talking about in my previous post, re - "one path" syndrome.
This shot has been brightened (as have the others). The colour of that
ladder is a sticker for blending in with the concrete. A quick glance
makes it easy to miss. Stick in an emergency light or a recess to make
it more noticeable.
Also, the area with the crossbow and charger could be extended IMO -
another pathway, or perhaps access to ventilation systems, as seen in
the lower levels with the RPG/SLAM. Reward players with 2 Combine balls
- the ones out at the moment are easy to get!
One path syndrome. Such a large area, it is crying out for more escape
routes / entry routes. Adding a door in either location which could
lead either up or down gives opportunity to expand the Z-Axis, and
remove the feeling of a single path experienced in this areas.
Also, while I understand it is an alpha, there is nothing in terms of
detail or architecture to make this area identifiable as a "landmark".
Similar points to the shot above. Behind me is a redundant alcove, in
front of me too! Are these going to be doors or stairs? There's a lot
of recesses or gaps in walls which look like doors that aren't yet.
Adding at least one in the blue pools areas will open up the dynamic so
much more.
Similar points again. See how grey this area feels? There's no girders,
light variation or indeed changes in architecture. Cut some pipes into
those walls, vents, emergency lights, fencing, power boxes. Anything!
It helps us to navigate a level if we have objects serving as
landmarks. Also, it looks nice to have some variation in your brushes :wink:
As above - also a prime culprit for "alcove syndrome". This area
needs doors and variation in the brushwork. The atmosphere is good, but
it's let down by seeming dull in terms of repeated shapes and flow.
And here we have a fine example of what this map really does well. The
large jutted pillar, coupled with the light shaft coming down AND the
big pile of rubbish (nice touch with the falling bottles, BTW :smile: ) makes
us recognise and instantly assess which way to pursue or escape
via. While the right hand side is a little "grey", the rest is
excellent. Using the grating over to the far left along with green
lights is the quick and easy method of adding that landmarking,
variation and detail to the map.
- Improve gameflow, especially in the flooded areas. It is too
close to being a single track level when two large areas like that are
sourced by only a handful of doors.</li>
- Break up the architecture - add girders, work with some new
shapes. Remebering a level by the idea of "the room with the pipes" or
"ramp room" is classic navigation.
</li>
- Expand the z-axis play. Intergrate more venting and suspended
walkways. With the extra doors added and layout reformed, there is
plenty of scope for intergrating 1/2 new areas with a layout consistent
with the current alpha.</li>
Everything else in this map, I love - the sounds are subtle but there
(perhaps have one big fan somewhere?) The light peeking through and
clever use of HDR add to the subterranean feel massively. With a few
tweaks of layout and polishing of architecture, this is all set to be a
classic. Good stuff man.
(I hope you can understand my scruffy Wacom handwriting :wink: )