AsranielJoin Date: 2002-06-03Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
when the general feedback is all i have to do... well then i think i can do it in a week or so... nice.
my only problem is, the most of the feedback is on the visual (ok, except that now i gona add doors) but not very much on the gameplay... but thats one of the most important things
Okay, took the time to walk through all of this and only after the first three minutes did I recognize some of the old areas from the first build, which I still have lying around and that is a good thing. The lighting is quite nice, though I'd have to say it is DARK! I thought my map was dark, but this is short of pitch black for me in many areas. And I found that the lighting, although done quite impressive was lacking a little color in places. I think most of the lights were yellowish (default) or white, some more red or blue could easily make some areas more distinguishable. The layout is simple, but I guess it will play rather nicely. Now, my major point is... my r_speeds never went above 400 I think, staying around 200 most of the time. Usually that is great, I would be glad if I could say that of my map. But that are so many polygons wasted. Imagine those poor little triangles screaming to be used! (when will you hear that again? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> ) You could really go crazy on supports, trims, pillars, pits with gratings and all kinds of details in most of your hallways, without using a single entity (if you were concerned about CPU usage), because you really don't need to worry about world polys anytime soon. Hm... anything else... oh yes... I'd really like to see you raise some of your hallways to make them three times as high and pitch black at the ceiling. I didn't try, but I can imagine that walking around as an Onos will be quite... hm... annoying in all those human sized hallways. Having said all this... really great work, nothing comparable to the first build.
AsranielJoin Date: 2002-06-03Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
edited February 2003
good, you say its dark, i will see what i can do, my problem, on my computer its not dark, on my brothers it is, when i played on a server i asked several times and there was only one person that said that its too dark, the rest said that its great as it is... its difficult that lightning, but i think i will lit up a LITTLE bit the darkest areas (because i like it when your scared while running trough my map, and i was sometimes near the water hive)
and that with some colorfull lightning is good.. i will see what i can do
I only ran around for 2 minutes cause I need to get some sleep stat but it looks nice. I bet it's fun to play.
Few comments:
-Lighting(sp) is good, but it lacks a certain "je ne sais quoi"...
-Marine start lacks a bit of detail.
-The textures around the hive site need a rework. What I mean is that, you have the hive with alien infestation textures, and then, all of a sudden, there's a clean cut and you have marine space techno textures. Either they have a badass cleaning maid, or you need to "phase in" the textures. Ya know, use alien textures with transparencies (the ones with 255 blue on em).
- The Readyroom needs some fixin' in my humble opinion. If you look down the railing there's a pit of doom. If you jump in it, you get teleported back to the RR. Although some may like that, I find it a bit out of place...
- You need a few more "special lights".. Lights that flash, lights that can be turned on and off, etc...
Good job, have fun, play with your pet monkey each day, get your 5 portions of fruit a day, go play hide 'n seek with Batman, call Mr. T and have a puppet show....
Le soleil est bleu, la nuit goûte le jus de pomme et le chien écrit des poèmes...
On dirait une gang de québecois.. comme moi! <!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Not a bad map. Lighting needs a lot of tweaking cuz the shadows look inconsistent.
AsranielJoin Date: 2002-06-03Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
non, pas quebequois.. suisse :-)
yes, i know, im not a genious with lightning... but hey, im always learning.. but actualy im not mapping, im always waiting for the response after the mapping deadline... but there is still no response :-(
Comments
asraniel i took a look at your map, but since the general feedback is the same like what i?d have to say ill wait for the next version! keep it up.
my only problem is, the most of the feedback is on the visual (ok, except that now i gona add doors) but not very much on the gameplay... but thats one of the most important things
The lighting is quite nice, though I'd have to say it is DARK! I thought my map was dark, but this is short of pitch black for me in many areas. And I found that the lighting, although done quite impressive was lacking a little color in places. I think most of the lights were yellowish (default) or white, some more red or blue could easily make some areas more distinguishable.
The layout is simple, but I guess it will play rather nicely.
Now, my major point is... my r_speeds never went above 400 I think, staying around 200 most of the time. Usually that is great, I would be glad if I could say that of my map. But that are so many polygons wasted. Imagine those poor little triangles screaming to be used! (when will you hear that again? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> ) You could really go crazy on supports, trims, pillars, pits with gratings and all kinds of details in most of your hallways, without using a single entity (if you were concerned about CPU usage), because you really don't need to worry about world polys anytime soon.
Hm... anything else... oh yes... I'd really like to see you raise some of your hallways to make them three times as high and pitch black at the ceiling. I didn't try, but I can imagine that walking around as an Onos will be quite... hm... annoying in all those human sized hallways.
Having said all this... really great work, nothing comparable to the first build.
and that with some colorfull lightning is good.. i will see what i can do
gj
if you are interested.. the final one.. or better, the one i sendet to the deadline... a new way, its less dark, bugfixes etc...
I bet it's fun to play.
Few comments:
-Lighting(sp) is good, but it lacks a certain "je ne sais quoi"...
-Marine start lacks a bit of detail.
-The textures around the hive site need a rework. What I mean is that, you have the hive with alien infestation textures, and then, all of a sudden, there's a clean cut and you have marine space techno textures. Either they have a badass cleaning maid, or you need to "phase in" the textures. Ya know, use alien textures with transparencies (the ones with 255 blue on em).
- The Readyroom needs some fixin' in my humble opinion. If you look down the railing there's a pit of doom. If you jump in it, you get teleported back to the RR. Although some may like that, I find it a bit out of place...
- You need a few more "special lights".. Lights that flash, lights that can be turned on and off, etc...
Good job, have fun, play with your pet monkey each day, get your 5 portions of fruit a day, go play hide 'n seek with Batman, call Mr. T and have a puppet show....
Le soleil est bleu, la nuit goûte le jus de pomme et le chien écrit des poèmes...
translation:
thx, but as i said, its not realy the final version
und weils so schön ist:
danke, aber wie ich gesagt habe, es ist nicht die finale version
Not a bad map.
Lighting needs a lot of tweaking cuz the shadows look inconsistent.
yes, i know, im not a genious with lightning... but hey, im always learning.. but actualy im not mapping, im always waiting for the response after the mapping deadline... but there is still no response :-(