Re: FF_Flare
Posted by Orpheus on
Tue Jan 9th 2007 at 6:22pm
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The architecture in that last screenshot looks reminiscent of your competition entry..
Coincidence?
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Re: FF_Flare
Posted by BlisTer on
Tue Jan 9th 2007 at 6:55pm
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if you'd check the profile of that competition room you'll see that i already said back then that i would turn that into a full blown FF map :wink:
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Re: FF_Flare
Posted by BlisTer on
Tue Jan 9th 2007 at 11:24pm
Posted
2007-01-09 11:24pm
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yeah crisp stylish elements covering simple concrete shapes, to have a kind of renovation feeling, that was the aim :wink:
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Re: FF_Flare
Posted by G.Ballblue on
Wed Jan 10th 2007 at 3:45pm
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That red-striped-concrete-wall-texture looks a tad overused. Apart from that, it's quite nice looking :smile:
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: FF_Flare
Posted by BlisTer on
Wed Jan 10th 2007 at 4:09pm
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thx
hmm, too much red or too much gray? :wink:
also i'm not really sure which room seems a tad empty to you, care to point me to the relevant screenshot? bear in mind that i can't add panels or bars everywhere: not only to keep fps above the fps of the standard hl2dm maps, but i also want a kind of balance between rough (concrete) and crisp (panels/bars).
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Re: FF_Flare
Posted by Orpheus on
Wed Jan 10th 2007 at 6:07pm
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I admit I didn't download the map. My comments are 100% on the screens, which look to be nearly fullbright.
I have no intention of telling you how to map, just my views on how a map should be.
I am not part of your Psyche, so your final intentions are not my privy. I can only throw out suggestions. Its your job to catch them, or let them pass on by.
If Snarkpit has been reduced to curtailing its feedback, in the vain hopes of meeting with the authors idea... Well I don't want to be part of that Snarkpit.
My advice is given out free of charge. Don't ask for payment from me that you need to accept.
/discussion.
The best things in life, aren't things.
Re: FF_Flare
Posted by BlisTer on
Wed Jan 10th 2007 at 6:23pm
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i meant it when i said i appreciate feedback. i'm hanging out my tentacles to be informed of the general consensus for improvements.
i only established that your opinion was about assumptions and about the mapping style rather than the map itself. A discussion about mapping styles is equally as valuable, but would take us too far from the overall consensus about this map itself, and hence can be better discussed in general banter or pm !
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Re: FF_Flare
Posted by Orpheus on
Wed Jan 10th 2007 at 6:38pm
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I wasn't trying to sound harsh Blister. I was only clarifying that advice freely given isn't something that should be grudgingly accepted. If anything I say about your map is not within your design intentions, feel free to not use them. However, not being privy to those designs, all I am able to do is throw out anything that comes to me.
I would hope that you'd understand that I meant no ill will. However, I also have no intention of second guessing myself because something I said about your map, fell outside your ambition for it.
IMO, the screenshots need light adjustments. If they do not, then they do not. I am not upset with that.
As for our style's being discussed. My maps have no theme's... If thats a style, its a truly vague one. :sad:
Forget my previous posts about your lights. I was actually disagreeing with Reaper.. Not you.
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Re: FF_Flare
Posted by BlisTer on
Wed Jan 10th 2007 at 6:54pm
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no worries Jon, i appreciate your feedback. surely someone else's first impression will be similar as yours. i was just affraid this was going to turn into a mapping style discussion.
Reaper, interesting take about the floor. Personally i don't think it's the flatness or sameness of it. especially since it's varied a lot with normalmapped light-grey tiles or the "pit" in the fr. Nor do i think it's the dark gray color, i think it fits in well. But now that you mention it, it could be the specularity that is too much of a contrast with the unspecular concrete. maybe i was just afraid to have too simple a texture to not use specularity. could it be that ?
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Re: FF_Flare
Posted by Junkyard God on
Thu Jan 11th 2007 at 9:32am
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I think this is a nicely styled map, but i think you're red lights in the map don't stick out enough.
The whole map is quite blandly lit as far as i can tell from the screenies.
But thinking of old tfc maps they were also always 'well lit' so to speak to make the gameplay maybe a tad better.
conclusion of this sketchy comment: the map looks good but i think you could improve it by tweaking the lighting a bit.
For example in the 4th screenie of the thread, the red lighting near
the walls, could stand out a bit moe if you made the rest of the lights
somewhat dimmer (i think).
Such lighting themes in my opinion ususaly make maps more interesting
to the eye and maybe some what more exiting if you're walking around in
such places, instead of having most of the level have the same well lit
clean feeling to it.
This would also maybe solve some other comments concerning the map looking cleaner than the IC unit in a hospital :smile:
Anyways, think it looks quite interesting ,and since i'm still looking
forward to playing FF i think this map would make a nice addition to
it. keep it up! :smile:
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Re: FF_Flare
Posted by Orpheus on
Fri Jan 12th 2007 at 3:20am
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Just by looking at the screens, I favor the night theme.
Lights again I'm afraid. I pick the night, because it gave me my desire. The daytime, looks to close to fullbright. I guess if I were told to pick a word that best describes yesterdays conversation I'd pick "Stark" The screens are to stark for my taste.
Again, thats not a bad thing, its my taste, not the end of the world. :wink:
The best things in life, aren't things.
Re: FF_Flare
Posted by Naklajat on
Fri Jan 12th 2007 at 5:50am
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[*] I'm sure the movement in Fortress Forever is (will be?) faster than HL2DM (which is like clodding through mud with your shoelaces tied together), but there's a fine line between 'spacious' and 'over-scaled' and I'm afraid this leans more toward the latter. I feel about 2-4 feet tall running through this level, depending on the area.
[*] The yellowish lighting + gray textures on most everything makes the map look and feel monotonous. Throw in some more variation in the lighting, and get a more varied texture palette than the handful of different gray concrete and metal textures. I like the actual form beneath the gray textures, but there's just not enough color variation to excite the player's eyes as it stands. Also as someone else pointed out the speckled gray floor texture is pretty bland, I think a bump/normal map and a little dirtying up of both the texture and the specular alpha map would help it a lot.
[*] The big round recessed light things LOD out way too close, and it makes a very noticeable transition.
<LI>The fan that pushes you to the upper level needs work, when you jump up you hit the ceiling and land on the very edge of the top floor, at best.
o
Re: FF_Flare
Posted by BlisTer on
Fri Jan 12th 2007 at 9:12pm
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update: did another iteration with a slightly brighter & more varied skybox, i think it's a good middle ground. check 1st shot in its profile.
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Re: FF_Flare
Posted by Gwil on
Mon Jan 15th 2007 at 3:46pm
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I'd actually be a little more brutal and say that the tiles on the
floor look hideous, they bring the whole map down. I'd suggest maybe
scaling them up to 0.50 or using an alternative colour.
I'd reckon you could go with some more lighting to neutralise the
"circles" effect you have here - it might be personal preference on my
part, but I prefer spot lighting such as that to be used sparsely.
Re: FF_Flare
Posted by fishy on
Sat Jan 20th 2007 at 1:02am
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the tiles look better at their original size. though making them more grubby with some 'stain' or 'blood' overlays to break up the monotony, would lead to fewer complaints. the walls could probably use some in places too.
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Re: FF_Flare
Posted by Orpheus on
Tue Jan 23rd 2007 at 10:52pm
Posted
2007-01-23 10:52pm
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The two bright areas in front of the skull: The lack of a source, but the incredible lumen's is peculiar. Not wrong, just strange. There could be a source I dunno about so.. shrugs
The colored lights made one hell of a difference. It really helped.
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Re: FF_Flare
Posted by G.Ballblue on
Fri Feb 9th 2007 at 2:18pm
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Being the lazy arse that I am with HL2 maps, I haven't run through it yet -- but the last screenshot, which appears to be a designated "blue" area, seems to lack the blue lighting. I might also add that the areas with blue lighting come off as being really strong.
Something similar seems to apply to screen4 -- you have a "blue" area, but it's not... blue enough. The white lights are completely squashing the blue lights, and the result (at least, this is merely my opinion) is that the lighting looks really slapped-together.
/2 cents
Breaking the laws of mapping since 2003 and doing a damn fine job at it