Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 21608Members
edited November 2003
Can you be plz more specific, what I would have to improve (err sorry for my formulation <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> )
I will be happy if you guys will be more critical. I like your feedback (!!) , but if you write: Super sexy, I've just **** oneself in my trousers; it's doesn't help me <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
People seem to have this tendancy to think that if it's white light it's crap light. I don't really understand it, but if you make a room like "medical sector" and it doesn't have some near rave-ish colored lighting it doesn't look good for some reason. I don't really mean this as a flame or anything, just kind of some very negative commentary (flames are specifically directed <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> )
Anyways, usually when people say the lighting is bad it means that they want to see small, colored accent lights that add something to the room. For instance in the shot entitled corridor use some very small colored lights to either border the wall-floor junction or follow the edge of the center texture change. Basically you're looking to add in some emergency lights, and turn those on too for some mysterious reason (I don't get it either, but there ya go) Also in corridor you may want to have one of the lights out, gives it a more realistic appearance and makes that hallway just a little more interesting. (that said I think it looks really good, but you wanted comments)
Medical Sector: I think those glass tubes are just a little too opaque. Try turning the renderfx down by about 10-20. Also see if you can find some animated textures for those monitors, that would be cool. (although if you have I wouldn't know it here, would I?) Some kind of keyboard/terminal/podium thing in the middle under those monitors would be good as well. It would not only break up some floor tiling but give you something else to do on the floor. Right now the room looks like cool walls, cool content, monobrush floor and ceiling. A podium thing could have a border around the base of it in the floor, maybe some kind of hologram projection coming out of the top, and it would add a little more color in. The tables built into the walls in the second shot should have spotlights or something lighting up the table. If you want try making it a colored light (I would say blue or green) Just to add some colors into the room. You also may want to consider chopping up the base so it's 32+n units from the wall, let the skulks play around back there and suprise a marine or two.
Your hive work is really good.... no comments there atm except that the engine-type-thing in the hive room could use some infestation.
If the fan in that pic right after the hive in the latest series works you may want to put a little trigger_push in the room that has a just barely noticeable effect. (although this would need testing to see how it works on jp/lerk)
In the first pic under the post titled "some changes" you may want to switch the two center floor textures out for the alpha'd versions, then make those func_illusionary+clip. Granted your using two brushes to do the same effect as one, but it lets lerks and such hit the marines with gas from below the walkway if their smart (and if they can get underneath it, which they should be able to) It also lets a hiding skulk sneak of a parasite, and allows marines to shoot down there and clear out what they otherwise would probably die trying to clean up. Also that same pic that little ramp texture looks hideous. Ditch it, build some stairs if nothing else looks good, you'd only need two anyways, and maybe you could put some blue lights in 'em or something to keep people happy. You may want to throw a crate or two in the hallway on that same pic as well. Something to let gorges get behind as they run for cover, skulks and lerks can hide out underneath, and the rest can charge, but gorges would be in a shooting gallery there.
*edit* In the very last pic you've posted change the texture up on those light-fadeoff things (the real name seems to have run out my brain at the moment) so that it's more subtle. Basically start from a smaller amount at the light and do more fading. Right now it almost looks like some kind of paper cone attached to the light. This room also needs something to break up the floor/ceiling. It would be a perfect place to do some kind of inlay in the floor. That and some pronounced wall supports would nicen things up. Hopefully that helps, ran out of steam for the moment. Overall it's looking like a really good map.
I think that the medical sector needs some different textures. I'd imagine a medical bay as very well lit and very clean, it looks a little too dark right now.
Hey I know you asked people not to do this but *thump* That's the sound of my jaw hitting my desk.
It really looks superb. I'd offer constructive critisism if I thought there was some needed, but I'm just blown away by the quality of this map! Superb, just superb. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
This map looks awesome. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I want to play it! Upload the current version <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 21608Members
edited November 2003
I'm sorry but i can't upload anything, because I don't have connected most of rooms with corridors. Map is playable only in developer mode.
Thank you Reese, wery interesting and helpful post ! It gives my new strenght to work on my map ! But I must count with r_speeds and I'm near to reach texture limit (even if I resized all texures in Wally to half size).
Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 21608Members
Hello world <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I've changed the med-sector to look more brighter and sterile, simply more real
I like the changes. Those lights are so cool... you may want to turn the actual light 45 degrees though..... and distort it so that it's twice as wide as it is tall.... give it a more-tech-less-box appearance. I do like where it's going though.
I like how different parts of the map have different lighting techniques. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Keep up the good work! I can't wait to play this map!
very very cool man, though the first couple of pics give me the feeling that marines are in black mesa all over again
edit: aw man those pics with the medical labs bring out the feeling of "aliens" you should add something like a fade body inside a cat scan or MRI with acouple of computer screens showing the details of the fades body and insides, or any other alien (besides an onos of course)
btw i think really scary maps that add the freaky feeling to em have blood stains on the walls and floors, not alot just 1-2 in a small room with mabye a bloody handprint on the wall, not gory just to let u know the "bodies are missing" which were in the reports of tsa encounters when they landed on the ships <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
also in the first pic of medical sector it has those two big white containers, i suggest doing 2 things (its my opinion u dont have to listen to me =) ) if u could get a hold of the alien models have a skulk crunched up inside one filled with water, and the other have it broen open, with a puddle on the floor with the water slightly dripping so it look fearly new (to add a fear and paranioa effect somethings in there) but those are my suggestions, they bring out the "scaryness" in an area, im pretty good with those, if u like my ideas anyone n like to ask for sum suggestions feel free
Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 21608Members
I have dilema to keep r_speeds and entity limit under official limits or make my map little over the limits but very atmospheric and full of details, blood, models etc... I didn't make decision yet <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
yea i dont know about r_speeds, but i assume its how fast it allows the player to move? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
r_speeds are basically a measure of how much the game has to render (r_speeds=rendering speeds) They're basically inversely related to framerate. Lots of objects on a screen (which any self respecting rubble causes) will increase r_speeds.
very nice man very nice, im glad u took my advice into consideration <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
yes, im looking foward to the release <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
i think its a very very nice map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> as for the fade going threw the floor, most of the time if you have a room under a floor and you evolve as fade it puts you on the lowest floor... i dont remember how to fix that but it has been done....
Hey Rendy very nice map so far I like it,mild lighting etc. and I like the train tunnel cool lightining there to me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> keep it up I hope to play the final map hope ya finish it.
My comp is an AMD Athlon 1800 XP CPU running at 1.54ghz,512mb ram and a 64mb Winfast NVidia GeForce 3 titanium 200 card.
how far does the train take you? around the map?, if it does it would be pretty cool to have a glass window showing into a hive area so u get a quick glimpse whats in there if ur a marine, but im sure rines would try to seige from there if its close to the hive, but 2 ways to fix a problem like that 1, move the hive out of seige range, 2 electrify the tracks to kill marines or dmg em. (reminder: scratch what i said if the train doesnt take u around most of the map or even near a hive)
gah looks great plz finish it soon <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
This map looks great. It has something different from the rest of the maps. Things that make you think about the past of this place. Their are chairs, tables, desks. It looks human for once. Not some huge space station with giant rooms and empty corridors.
That bloody gib on the table looks to Half-Life. Maybe a dead gorge or skulk?
Comments
I love that broken door, niiice
ND
<img src='http://torment.wz.cz/NS/ns_hulk0061.jpg' border='0' alt='user posted image'>
<img src='http://torment.wz.cz/NS/ns_hulk0062.jpg' border='0' alt='user posted image'>
<img src='http://torment.wz.cz/NS/ns_hulk0063.jpg' border='0' alt='user posted image'>
<img src='http://torment.wz.cz/NS/ns_hulk0064.jpg' border='0' alt='user posted image'>
<img src='http://torment.wz.cz/NS/ns_hulk0067.jpg' border='0' alt='user posted image'>
<img src='http://torment.wz.cz/NS/ns_hulk0068.jpg' border='0' alt='user posted image'>
Corridor
<img src='http://torment.wz.cz/NS/ns_hulk0069.jpg' border='0' alt='user posted image'>
Crew sector
<img src='http://torment.wz.cz/NS/ns_hulk0070.jpg' border='0' alt='user posted image'>
<img src='http://torment.wz.cz/NS/ns_hulk0071.jpg' border='0' alt='user posted image'>
I will be happy if you guys will be more critical. I like your feedback (!!) , but if you write: Super sexy, I've just **** oneself in my trousers; it's doesn't help me <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
(EDIT) Lol, censorship
Anyways, usually when people say the lighting is bad it means that they want to see small, colored accent lights that add something to the room. For instance in the shot entitled corridor use some very small colored lights to either border the wall-floor junction or follow the edge of the center texture change. Basically you're looking to add in some emergency lights, and turn those on too for some mysterious reason (I don't get it either, but there ya go) Also in corridor you may want to have one of the lights out, gives it a more realistic appearance and makes that hallway just a little more interesting. (that said I think it looks really good, but you wanted comments)
Medical Sector: I think those glass tubes are just a little too opaque. Try turning the renderfx down by about 10-20. Also see if you can find some animated textures for those monitors, that would be cool. (although if you have I wouldn't know it here, would I?) Some kind of keyboard/terminal/podium thing in the middle under those monitors would be good as well. It would not only break up some floor tiling but give you something else to do on the floor. Right now the room looks like cool walls, cool content, monobrush floor and ceiling. A podium thing could have a border around the base of it in the floor, maybe some kind of hologram projection coming out of the top, and it would add a little more color in. The tables built into the walls in the second shot should have spotlights or something lighting up the table. If you want try making it a colored light (I would say blue or green) Just to add some colors into the room. You also may want to consider chopping up the base so it's 32+n units from the wall, let the skulks play around back there and suprise a marine or two.
Your hive work is really good.... no comments there atm except that the engine-type-thing in the hive room could use some infestation.
If the fan in that pic right after the hive in the latest series works you may want to put a little trigger_push in the room that has a just barely noticeable effect. (although this would need testing to see how it works on jp/lerk)
In the first pic under the post titled "some changes" you may want to switch the two center floor textures out for the alpha'd versions, then make those func_illusionary+clip. Granted your using two brushes to do the same effect as one, but it lets lerks and such hit the marines with gas from below the walkway if their smart (and if they can get underneath it, which they should be able to) It also lets a hiding skulk sneak of a parasite, and allows marines to shoot down there and clear out what they otherwise would probably die trying to clean up. Also that same pic that little ramp texture looks hideous. Ditch it, build some stairs if nothing else looks good, you'd only need two anyways, and maybe you could put some blue lights in 'em or something to keep people happy. You may want to throw a crate or two in the hallway on that same pic as well. Something to let gorges get behind as they run for cover, skulks and lerks can hide out underneath, and the rest can charge, but gorges would be in a shooting gallery there.
*edit* In the very last pic you've posted change the texture up on those light-fadeoff things (the real name seems to have run out my brain at the moment) so that it's more subtle. Basically start from a smaller amount at the light and do more fading. Right now it almost looks like some kind of paper cone attached to the light. This room also needs something to break up the floor/ceiling. It would be a perfect place to do some kind of inlay in the floor. That and some pronounced wall supports would nicen things up.
Hopefully that helps, ran out of steam for the moment. Overall it's looking like a really good map.
It really looks superb. I'd offer constructive critisism if I thought there was some needed, but I'm just blown away by the quality of this map! Superb, just superb. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I want to play it! Upload the current version <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Thank you Reese, wery interesting and helpful post ! It gives my new strenght to work on my map ! But I must count with r_speeds and I'm near to reach texture limit (even if I resized all texures in Wally to half size).
<img src='http://torment.wz.cz/NS/ns_hulk0073.jpg' border='0' alt='user posted image'>
<img src='http://torment.wz.cz/NS/ns_hulk0074.jpg' border='0' alt='user posted image'>
<img src='http://torment.wz.cz/NS/ns_hulk0075.jpg' border='0' alt='user posted image'>
edit: aw man those pics with the medical labs bring out the feeling of "aliens" you should add something like a fade body inside a cat scan or MRI with acouple of computer screens showing the details of the fades body and insides, or any other alien (besides an onos of course)
btw i think really scary maps that add the freaky feeling to em have blood stains on the walls and floors, not alot just 1-2 in a small room with mabye a bloody handprint on the wall, not gory just to let u know the "bodies are missing" which were in the reports of tsa encounters when they landed on the ships <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
also in the first pic of medical sector it has those two big white containers, i suggest doing 2 things (its my opinion u dont have to listen to me =) ) if u could get a hold of the alien models have a skulk crunched up inside one filled with water, and the other have it broen open, with a puddle on the floor with the water slightly dripping so it look fearly new (to add a fear and paranioa effect somethings in there) but those are my suggestions, they bring out the "scaryness" in an area, im pretty good with those, if u like my ideas anyone n like to ask for sum suggestions feel free
Flayra has set the limit of r_speeds to 700 polygons (counter-strike has 600) and 800 is the maximu whitch H-L can render in software mode.
The medical room has peak r_speeds 720 but only in one view (behind that white machine next to cryo-tubes)
<img src='http://torment.wz.cz/NS/ns_hulk0077.jpg' border='0' alt='user posted image'>
<img src='http://torment.wz.cz/NS/ns_hulk0076.jpg' border='0' alt='user posted image'>
My comp is an AMD Athlon 1800 XP CPU running at 1.54ghz,512mb ram and a 64mb Winfast NVidia GeForce 3 titanium 200 card.
That bloody gib on the table looks to Half-Life. Maybe a dead gorge or skulk?