Tell Me What To Change
Rival
Join Date: 2002-09-02 Member: 1264Members
<div class="IPBDescription">early shots</div> Here are a couple of early shots of a steam engine I'm making for my map with no name. There will be steam once I figure out how to use this env_particles_custom.. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Almost everything here will probably change. I'm having a hard time coming up with something I like.
<img src='http://home.comcast.net/~sroyboy/map1.JPG' border='0' alt='user posted image'>
<img src='http://home.comcast.net/~sroyboy/map2.JPG' border='0' alt='user posted image'>
Almost everything here will probably change. I'm having a hard time coming up with something I like.
<img src='http://home.comcast.net/~sroyboy/map1.JPG' border='0' alt='user posted image'>
<img src='http://home.comcast.net/~sroyboy/map2.JPG' border='0' alt='user posted image'>
Comments
Pict #2 I would change the diamond_floor texture into more of a support looking texture. Other than that its looking good.
The rendermode solid mesh on the ceiling just stops, it would look nice with some trim.
here it is...
<img src='http://home.comcast.net/~sroyboy/map3.jpg' border='0' alt='user posted image'>
(I was uing some bad gamma setting tools, so it looks a bit brighter then it really is)
<img src='http://www.parkway-capital.com/steve/sigs/map1.jpg' border='0' alt='user posted image'>
1a) Whats happend, the ceiling texture has changed. Keep it the same as the other one (above you as stood there).
1b) I like the detail here.
1c) This light seems badly placed, how about one small white one central abocve the computers.
1d) This shiny texture seems very out of place.
<img src='http://www.parkway-capital.com/steve/sigs/map2.jpg' border='0' alt='user posted image'>
2a) These pipes are in total limbo. Intergrate them more smoothly (ie, wall brackets, a machine they go into) or get rid of them.
2b) I like the use of a door texture as something else entirely.
2c) This is what I want to see more of, what your pistol is blocking. It looks like a more organised section, with the lights simple and in their own area. Develop that into a theme and I'd say your getting somewhere good.
2d) That vert texture is a no-no
Also some general taking screens tips. Don't be marine when your taking screens, be at the very worst - observer mode. Really you should be no-clippin'. Also have a look in your graphics card settings for 3d-anti aliasing. It makes all the difference, and if all your doing is taking screen shots you dont need to worry about choppy frame rates.
Aside from that, I'd like to offer some criticism of the new screenie. First off, your lighting has dramatically improved. Thumbs up, soldier! Texturing too, though some surfaces are too tiled (the paneled supports and sloped ceiling) and others are too stretched (the overhead metal plating those pipes feed into).
I'd really like to see other sections of this map, like that hallway in the distance.
and Good work to chubbysteve for doing such a complete crit of the map shots <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> its always nice to have someone give honest feedback, with examples on what they think needs working on.
There aren't really any other section to the map yet, well, none worth showing anyways